User:JohnnyCakesReturns/Zen Master (3.5e Class)

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Author: JohnnyCakesReturns (talk)
Date Created: 11/11/09
Status: All the abilities are known, the only issue is the level placement.
Editing: Clarity edits only please
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  • "levels." can not be assigned to a declared number type with value 20.
  • "st" can not be assigned to a declared number type with value 1.
  • "Other." is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.
  • "Other." is not in the list (Full, Partial, Minor, Separate, Other) of allowed values for the "Class Ability Progression" property.



Zen Master[edit]

Give, and take. Right, and wrong. Black, and white. Good, and evil. These things are the weight on the proverbial scales of universal balance. A zen master sees and flows with this natural balance.

Making a Zen Master[edit]

A Zen master is the master of unconventional wisdom and fighting without fighting. Though to his party members he often seems insane, annoying, or even senile his cryptic chidings are but small examples of the wisdom it takes a lifetime to develop. In a fight, a Zen Master serves an unconventional purpose, which is to make combat difficult for his enemies. With the various statuses he can afflict his enemies with, a strong party with a Zen Master to aid it is an onslaught waiting to happen.

Abilities: .

Races: Elves are the most common Zen Masters, as they have near endless lifetimes to devote to the study of this unconvential way of being. Dwarves are rare, despite their almost equally long lifespans they lack the patience for the cryptic lessons that are a trademark of the Zen Teachings, Half-orcs are an even rarer candidate.

Alignment: Neutral Good, Neutral, Neutral Evil.

Starting Gold: 1d4 (2g 5s) Starting Age: Complex

Table: The Zen Master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage1
Fort Ref Will
1st +0 +0 +2 +2 Release Chakra; Muladhara, Total Control 1d6
2nd +1 +0 +3 +3 Impartial Mediation 1d6
3rd +2 +1 +3 +3 Release Chakra;Swadisthana 1d6
4th +3 +1 +4 +4 Stories of the Old Master, Passive Interference 1d8
5th +3 +1 +4 +4 Takedown 1d8
6th +4 +2 +5 +5 Release Chakra; Manipura 1d8
7th +5 +2 +5 +5 Gentle Redirection 1d8
8th +6/+1 +2 +6 +6 Improved Takedown 1d10
9th +6/+1 +3 +6 +6 Release Chakra; Anahata 1d10
10th +7/+2 +3 +7 +7 1d10
11th +8/+3 +3 +7 +7 Supernatural Redirection 1d10
12th +9/+4 +4 +8 +8 Release Chakra; Vishuddha 2d6
13th +9/+4 +4 +8 +8 2d6
14th +10/+5 +4 +9 +9 2d6
15th +11/+6/+1 +5 +9 +9 Release Chakra; Ajna 2d6
16th +12/+7/+2 +5 +10 +10 2d8
17th +12/+7/+2 +5 +10 +10 2d8
18th +13/+8/+3 +6 +11 +11 Release Chakra; Sahasrara 2d8
19th +14/+9/+4 +6 +11 +11 2d8
20th +15/+10/+5 +6 +12 +12 2d10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
class skills (and key abilities) Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis) Move Silently (Dex), Perform (Cha) Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha).

Class Features[edit]

All of the following are class features of the Zen Master.

Weapon and Armor Proficiency: A Zen Master is proficient with no weapons or armor.

Release Chakra; Muladhara (Su): At 1st level a Zen Master begins the journey to true mastery of the passive way, and makes his first step into his own soul. He now gains control of his Base chakra, or the "Muladhara" chakra, which lies at the base of his spine and controls his basic survival instinct. Because of this, he may apply both his wisdom modifier and a +1 insight bonus to his AC.

Additionally, A Zen Master may manipulate the chakras of other people by enhancing it or suprressing it. A number of times per day equal to his Wisdom modifier + half his class level he may make a melee touch attack against an opponent and choose to either enhance, or suppress their base chakra. (Because of the location of this chakra he must make this touch attack from behind his opponent.) If he chooses to suppress this chakra, his opponent is considered flat-footed for a number of rounds equal to the Zen Master's wisdom modifier, this reflects the opponents suddenly diminished will to survive, to the point of not even trying to avoid their enemy's blows. If the Zen Master chooses to enhance this chakra he becomes Frightened this being a reflection of the targets now overloaded fight or flight reaction.

The save for these effects is 10 + 1/2 the zen master's class level + the zen master's wisdom modifier.

Total Control (Ex): The Zen Master walks the ever swaying tightrope of being both a peacekeeper and a warrior, and thus has developed the ability to control their combat abilities to the smallest detail. At 1st level a Zen Master gains the ability to control exactly how much damage is dealt by their unarmed strikes only, for example, on a damage roll of 4, the The Zen master could choose to inflict any amount of damage between 1 and 4.

Release Chakra; Swadisthana (Su): At 3rd level a zen master releases the next chakra above the root chakra, called the swadisthana, which deals with subconscious urges and how one deals with pleasure.

By making a touch attack against an enemy he can manipulate their swadisthana chakra by either enhancing it or supressing it. If it is surpressed he causes his enemy to be overloaded by euphoria and is stunned for a number of rounds equal to the

Stories of the Old Master (Su): A Zen Master is a master of ancient wisdom, and knows stories from all around the world. At 4th level, a Zen Master with at least 6 ranks in the perform (oratory) skill, can tell a story to any character that he has knowledge of, and can hear him. This character must make a will save equal to 12 + The zen master's wisdom modifier, or be treated as if affected by the calm emotions spell.

Passive Interference (Ex): At 4th level, a zen master may make trip attacks in place of a normal attack of opportunity.

Takedown (Ex): At 5th level, whenever a Zen Master succeeds on a trip attempt he may place his opponent prone in any square adjacent to him, and deal his unarmed damage. This ability can be used on any creature up to one size category above the zen master's.

Gentle Redirection (Ex): At 7th level a Zen Master learns to manipulate wild charges. If a zen master is the target of a charge attack that misses, he may make a trip attempt against the charger, if the attempt succeeds then the zen master may alter the path of the charger making them a thrown projectile, with statistics as follows

  • Critical: 19-20/×2
  • Range Increment: equal to the charger's maximum charge speed
  • Type: Bludgeoning
  • Damage: the zen master's unarmed damage

Improved Takedown (Ex): At 8th level a Zen Master can make a trip attempt against an opponent and upon success places that opponent in any square adjacent to him, dealing (nonlethal) damage equal to the zen masters unarmed damage and the dropped opponent's constitution modifier. This ability can be used on any creature up to two size category above the zen master's.

Supernatural Redirection (Su): At 11th level whenever a a zen master succeeds on a reflex save against a line spell, or dodges a ranged touch attack he immediately may turn the direction of the line of effect on a 90 or 45 degree angle. After being turned the spell continues along its range as normal.

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

<span id="<-spell-like class feature->"><-spell-like class feature-></span> (Sp): <-class feature game rule information->

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Ex-<-pluralized class name->[edit]

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->[edit]

<span id="Table: The Epic <-class name->">Table: The Epic <-class name-></span>

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats : The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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