I had prestige class brainstorms today. Woot! EDIT: Now with more levels! EDIT: Now completely redone! (with the same amount of levels...)
ZEN FUNDAMENTALIST Picture Credit: alexandervonsass.com "I have heard the whispered knowledge of the world: it is death, come in the night."-Allas Wraith, Zen pioneer
A Zen Fundamentalist uses all of the tools of his body and mind against his opponents.
MAKING A ZEN FUNDAMENTALIST A zen fundamentalist applies the correct amount of force in the correct location to neutralize threats.
Abilities: All abilities can be important for a Zen Fundamentalist. Luckily, all abilities are increased with levels of Zen Fundamentalist.
Races: Any.
Alignment: Any.
Starting Gold: 5d4 x 10gp (125)
Starting Age: As monk.
Class Skills The Zen Fundamentalist's class skills class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Heal (Wis), Martial Lore (Int), Perception (Wis), Scholarship (Int), and Stealth (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int
The Zen Fundamentalist | HD: d8 |
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Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| | | Base Attack Bonus | +1 | +2 | +3 | +4 | +5 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 | +16 | /+11 | /+6 | /+1 | +17 | /+12 | /+7 | /+2 | +18 | /+13 | /+8 | /+3 | +19 | /+14 | /+9 | /+4 | +20 | /+15 | /+10 | /+5 |
| | | Fort Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Ref Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Will Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
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Special | Ability boost (+2), fundamentals 1/day | Bonus feat | Evasion | Ability boost (+2), zen touch | Bonus feat, fundamentals 2/day | Uncanny dodge | Ability boost (+2) | Bonus feat | Improved uncanny dodge | Ability boost (+4), fundamentals 3/day | Bonus feat, improved zen touch | Improved evasion | Ability boost (+4) | Bonus feat | Fundamentals 4/day | Ability boost (+4) | Bonus feat | Greater zen touch | Ability boost (+6) | Bonus feat, fundamentals 5/day |
| | | Maneuvers Known | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 |
| | | Maneuvers Readied | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 8 | 8 | 8 | 9 | 9 | 10 | 10 | 10 | 11 | 11 | 12 |
| | | Stances Known | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 6 |
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Weapon and Armor Proficiencies: A zen fundamentalist is proficient with simple weapons, as well as the bastard sword (exotic), falchion, flail, kukri, longsword, nunchaku, rapier, sai, scimitar, shortsword, siangham, spiked chain, trident, and two-bladed sword. He is also proficient with light and medium armor (but not shields).
Maneuvers: A zen fundamentalist begins his career with knowledge of six martial maneuvers. The disciplines available to him are
Coin's Edge, Diamond Mind,
Riven Hourglass, Setting Sun, Shadow Hand, and
Sublime Tapestry. Once he knows a maneuver, a zen fundamentalist must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zen fundamentalists is considered an extraordinary ability unless otherwise noted in its description. A zen fundamentalist's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.
A zen fundamentalist learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered zen fundamentalist level after that (6th, 8th, 10th, and so on), a zen fundamentalist can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.
Unlike other martial adepts, a zen fundamentalist's disciplines do not have associated skills. Instead they require ability checks, which also gain a bonus equal to his Initiator Level + 3. The ability associated with each discipline is as shown in the table below. A zen fundamentalist who gains access to other disciplines (such as through the Martial Study feat or by taking levels in a maneuver-granting prestige class) uses the key ability score for those disciplines' associated skills.
Discipline | Ability Score |
Coin's Edge | Charisma |
Diamond Mind | Constitution |
Riven Hourglass | Strength |
Setting Sun | Wisdom |
Shadow Hand | Dexterity |
Sublime Tapestry | Intelligence |
Maneuvers readied: A zen fundamentalist can ready four of his six maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready. A zen fundamentalist readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.
A zen fundamentalist begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them. A zen fundamentalist can spend a move action at any time to recover maneuvers; if he does so, he rolls 1d6 and recovers a number of expended maneuvers of his choice up to the associated ability score modifier, minimum 1, as given in the table below. He can't use a recovered maneuver in the same round that he recovers it, or recover a maneuver in the same round that he expended it.
d6 Result | Ability Score |
1 | Strength |
2 | Dexterity |
3 | Constitution |
4 | Intelligence |
5 | Wisdom |
6 | Charisma |
Stances Known: A zen fundamentalist begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 14th, and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a zen fundamentalist cannot learn a new stance at higher levels in place of one he already knows.
Ability boost (Ex): At 1st level, and every 3 levels after, a zen fundamentalist increases his lowest ability score by the indicated amount. If two or more ability scores are tied for the lowest, he chooses one of them to which to apply this ability.
Fundamentals (Ex): A zen fundamentalist learns how to apply his physical and mental attributes in unusual ways, to his own benefit. He may apply an insight bonus equal to the ability score modifier of his choice to any one damage or d20 roll; he may do so once per day for each ability score modifier. At 5th level, and every 5 levels after, he gains an additional daily use of this ability per ability score modifier.
Bonus feat: At 2nd level, and every 3 levels after, a zen fundamentalist gains a bonus feat. He may choose any zen fundamentalist, combat form, luck, or other fighter bonus feat for which he meets the prerequisites.
Evasion (Ex): At 3rd level, a zen fundamentalist learns to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless zen fundamentalist does not gain the benefit of evasion.
Zen touch (Ex): Upon reaching 4th level, a zen fundamentalist gains the ability to imbue his allies with the same calm and focus that he himself makes use of. By spending a swift action to touch a willing ally other than himself, he can grant that ally an insight bonus to attack rolls, damage rolls, saves, or skill checks (his choice) equal to one of the zen fundamentalist's ability score modifiers. This bonus lasts for 1 round per zen fundamentalist level, and he can grant each ability score modifier as a bonus once per day, to the same or a different ally.
Uncanny dodge (Ex): Starting at 6th level, a zen fundamentalist can react to danger before his senses would normally allow her to do so. He 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 fundamentalist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
Improved uncanny dodge (Ex): A zen fundamentalist of 9th level or higher can no longer be flanked. This defense denies a dodger the ability to sneak attack the character by flanking him, unless the attacker has at least four more dodger levels than the target does zen fundamentalist levels. If a character already has uncanny dodge 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 dodger level required to flank the character.
Improved zen touch (Ex): Beginning at 11th level, a zen fundamentalist may use his zen touch to affect any willing ally within 30 feet. In addition, the bonus applies to any two of attack rolls, damage rolls, saves, or skill checks (his choice).
Improved evasion (Ex): At 12th level, a zen fundamentalist only takes half damage on a failed Reflex save (he still takes no damage on a successful save) whenever evasion would apply. A helpless zen fundamentalist does not gain the benefit of improved evasion.
Greater zen touch (Ex): Upon reaching 18th level, a zen fundamentalist may use his zen touch to affect any willing ally that he can see. In addition, the bonus applies to all of the target's attack rolls, damage rolls, saves, and skill checks for the duration of the effect.
PLAYING A ZEN FUNDAMENTALIST Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
ZEN FUNDAMENTALIST IN THE WORLD "A quote of somebody else talking about your class!"-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC Reaction This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
ZEN FUNDAMENTALIST IN THE GAME This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills PossessionsEPIC ZEN FUNDAMENTALIST Hit Die: dx
Skills Points at Each Level : x + int
Class Ability Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 10th