User:JohnnyCakesReturns/Zen Master (3.5e Class)

Zen Master
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
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

Class Features
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.

 (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.

 (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.

 (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

 (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 (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.

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

 (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.

 (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

 (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.

 (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.

' (Ps):''' <-class feature game rule information->

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