Mage Monk (3.5e Prestige Class)

Summary::Many adventurers begin as either a martial class or a spell caster and wish to learn the intricacies of the other. This prestige class allows just that, without the worry of stagnating in the original. Length::10 Minimum Level::8 Base Attack Bonus Progression::Good Fortitude Save Progression::Poor Reflex Save Progression::Good Will Save Progression::Good Class Ability::Spontaneous Magic Class Ability::Martial Maneuvers Class Ability Progression::Other

Mage Monk
"May the thunderclap of my fist sound a warning to all those who would oppose me!"

In order to become proficient in the martial arts, a person must have the greatest dedication and the most serious mind. The same could be said for those who seek to become adept in the magic arts. Unfortunately, those who try to do both often find their skills stagnating in one way or another and they are never able to fully realize their true potential. For this purpose, the school of the mage monk was created. Indeed, this is not the easiest path to follow. The learning curve may seem stiff and slow to advance, but a great many rewards lie ahead on this difficult path.

Becoming a Mage Monk
Typically, a monk who wishes to learn spontaneous magic would choose this class. On the other hand, a bard, wizard, or a sorcerer who is tired of being pushed to the rear of the fight (and probably victimized in an ambush situation) may also want to learn some self-defense. Any monk who takes this prestige class would also have to have at least one level of an arcane caster such as a bard, wizard, or a sorcerer. This desire for change and growth categorically conflicts with a lawful alignment, so any lawful characters would have to change to a non-lawful alignment by the time this class is taken on. See also: Mage Monk (Cleric Variant)

Class Features
All of the following are class features of the Mage Monk.

You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Mage Monk, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Unarmed Damage : If you already have the improved unarmed damage of a monk, then stack your levels in mage monk with your original monk levels to determine your unarmed damage according to your previous monk class progression. If you're learning this improved unarmed damage for the first time, then use the chart provided above.

AC Bonus : While unarmored, mage monks gain dodge bonuses to AC. Add the bonuses charted above to whatever dodge bonus you already have.

Fast Movement : While unarmored, mage monks gain extra movement speed. Add the speed bonuses charted above to whatever movement speed you already have.

Ability Boost : Your dedication in taking on this prestige class speaks volumes. You may choose to gain 2 Ability points in either Strength, Intelligence, or Charisma.

Ki Focus : As a standard action, you may focus your Ki to enhance your spell casting as well as your unarmed strike damage by passing a Concentration check of DC 20. - While your Ki is focused, you may cast spells that you already know, augmented as if your caster level were one higher. - You may spend your focused Ki during an attack by using the Ki Strike (magic) as described below. Once your Ki has been spent, you must use another standard action when you want to refocus it.

Ki Strike (arcane) : At level 2, you may choose to charge your Ki Strike with one type of elemental damage. This will be the only type of elemental damage known to you until this ability improves at levels 5 and 8. - The additional damage done in this way is added to every successful strike during one full attack. When your attack is done, your Ki focus is eliminated until you refocus it. - The types of elements and their effects are limited to you depending on your alignment, as described below.
 * Chaotic: You may choose the elements of cold, sonic, acid, or electricity. At level 2, they each deal +1d6 damage (of their respective types).
 * Non-Chaotic: You may choose the elements of air, water, earth, or fire. At level 2, they each deal +1d6 damage (of their respective types).

Ki Strike (2nd element) : At level 5, you may choose a second element with which to charge your Ki Strike. At this level, the damage of all elements increases to +1d8. - Only one element may be charged at a time.

Ki Strike (3rd element) : At level 8, you may choose your third and final element with which to charge your Ki Strike. The same restrictions still apply. At this level, the damage of all elements increases to +1d10. All elements also gain a special effect as described below. - Whereas wizards use Intelligence for their magic modifiers, sorcerers and bards use charisma. So when you see "(Ability)" written, substitute the appropriate ability of your previous spell casting class.
 * Acid: At the end of a successful attack, the target must make a Fort save of DC 15 + (Ability) or it is affected by acid and an additional 1d6 damage is done for 1d4 subsequent rounds.
 * Air: For one full round, beginning at the time you spend your focus, you move like the wind, giving you a +2 dodge bonus to AC.
 * Cold: At the end of a successful attack, the target must make a Fort save of DC 15 + (Ability) or it is slowed for 1d4 rounds.
 * Earth: For one full attack, your hands are stones of granite. You gain an additional +2 to both attack and damage.
 * Electricity: At the end of a successful attack, the target must make a Fort save of DC 15 + (Ability) or it is shocked by electricity and stunned for one full round.
 * Fire: If an attack hits flesh, the target must make a Fort save of DC 15 + (Ability) or it will cause a burn injury to the target. Strikes that hit metal may cause heat metal on the target's armor, shield, or weapons.
 * Sonic: At the end of a successful attack, the target must make a Fort save of DC 15 + (Ability) or its inner ear is affected by sound, causing them to be dazed for one full round.
 * Water: After a successful attack, the target must make a Will save of DC 15 + (Ability) or it feels as if it may drown and is shaken for one full round.

Ki Focus x2 : At level 10, you may finally charge your Ki twice (using two standard actions). With a double focus, you cast spells that you know as if your caster level were 2 higher than it is. Furthermore, your Ki Strike may have combined charges of two different elements, resulting in combined elemental damage and effects upon release of your focus.

Ex-Mage Monks
Any fighting character who no longer takes levels as a mage monk gets to keep advancing their unarmed striking damage as if levels in this class stack with the levels of any compatible martial arts class. Any spellcaster who no longer takes levels as a mage monk gets to keep advancing their spellcasting abilities as if levels in this class stack with the levels of any compatible spellcasting class.

Playing a Mage Monk
Mage Monks are built for versatility. They may be at the forefront of every combat situation, or they may keep to the back, casting spells to help their cohorts.

Combat: Typically, mage monks are known to cast both offense- and defense-augmenting spells on themselves and their teammates before charging headlong into the thickest parts of battle.