Ki Master (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 9-11-2007
Status: Rebuilt 12-15-15
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Based off the warriors of DBZ, this is a flavor of monk who possesses potent energy blasts to strike at the enemies from afar. 20 0 Good Good Good Poor Spontaneous Arcane Spellcasting Full

Ki Master[edit]

The body flows with ki energy, it animates us and drives our bodies. Ki masters use that force as a weapon, firing blasts to smite their foes, and to boost their physical powers.

Making a Ki Master[edit]

Ki masters are well against single targets, able to strike from afar, them move into melee for the kill. They can fill the role of the monk of the party well.

Abilities: Strength, Dexterity, and Constitution are all important traits of the Ki master who will be forced into melee. In particular, Constitution powers their version of spellcasting. They may also need a strong Wisdom to account for their lower than normal Will saves. Their focus on turning their willpower outwardly has caused them to have trouble turning it inward to defend themselves.

Races: Any.

Alignment: Any.

Starting Age: Complex.

Table: The Ki Master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Spells per Day
Fort Ref Will 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +0 Ki Sense, Aura of Power, Unarmed Strike 1d6 +0 +0 ft. 5 3
2nd +2 +3 +3 +0 Damage Reduction/magic 1d6 +0 +0 ft. 6 4
3rd +3 +3 +3 +1 Evasion 1d6 +0 +10 ft. 6 5
4th +4 +4 +4 +1 Ki Fist +1 1d8 +0 +10 ft. 6 6 3
5th +5 +4 +4 +1 Masterwork Body, Sustaining Ki 1d8 +1 +10 ft. 6 6 4
6th +6 +5 +5 +2 Intimidating Aura 1 1d8 +1 +20 ft. 6 6 5 3
7th +7 +5 +5 +2 Special Ability 1d8 +1 +20 ft. 6 6 6 4
8th +8 +6 +6 +2 Ki Fist +2 1d10 +1 +20 ft. 6 6 6 5 3
9th +9 +6 +6 +3 Diehard 1d10 +1 +30 ft. 6 6 6 6 4
10th +10 +7 +7 +3 Improved Evasion 1d10 +2 +30 ft. 6 6 6 6 5 3
11th +11 +7 +7 +3 Intimidating Aura 2, Unbound Mortality 1d10 +2 +30 ft. 6 6 6 6 6 4
12th +12 +8 +8 +4 Flash Step, Ki Fist +3 2d6 +2 +40 ft. 6 6 6 6 6 5 3
13th +13 +8 +8 +4 Diamond Soul, Special Ability 2d6 +2 +40 ft. 6 6 6 6 6 6 4
14th +14 +9 +9 +4 Unbound Spirit 2d6 +2 +40 ft. 6 6 6 6 6 6 5 3
15th +15 +9 +9 +5 Transfer Energy 2d6 +3 +50 ft. 6 6 6 6 6 6 6 4
16th +16 +10 +10 +5 Intimidating Aura 3, Ki Fist +4 2d8 +3 +50 ft. 6 6 6 6 6 6 6 5 3
17th +17 +10 +10 +5 Ki Presence, Timeless Body 2d8 +3 +50 ft. 6 6 6 6 6 6 6 6 4
18th +18 +11 +11 +6 Inner Calm 2d8 +3 +60 ft. 6 6 6 6 6 6 6 6 5 3
19th +19 +11 +11 +6 Special Ability 2d8 +3 +60 ft. 6 6 6 6 6 6 6 6 6 4
20th +20 +12 +12 +6 Ki Fist +5, Adamant Body 2d10 +4 +60 ft. 6 6 6 6 6 6 6 6 6 6
  1. The value shown is for Medium ki masters. See Table: Monk Unarmed Damage by Size for Small or Large ki masters.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the ki master.

Weapon and Armor Proficiency: Ki masters are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Ki Masters are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a ki master loses her AC bonus, as well as her fast movement.

Ki Blasts: A ki master uses supernatural powers drawn from the ki master spell list. She can cast any spell she knows without preparing it ahead of time the way a wizard or a cleric must (see below).

To learn or cast a ki blast, a ki master must have a Constitution score or her highest mental ability score (if any) equal to at least 10 + the ki blast level. The Difficulty Class for a saving throw against a ki master's blast is 10 + the blast level + the ki master's Constitution or highest mental ability modifier.

Like other spellcasters, a ki master can cast only a certain number of blasts of each spell level per day. Her base daily spell allotment is given on Table: The Ki Master. In addition, she receives bonus spells per day if she has a high Constitution or highest mental ability score.

A ki master's selection of spells is extremely limited. A ki master begins play knowing three 0-level blasts and two 1st-level blasts of your choice. At each new ki master level, she gains one or more new spells, as indicated on Table: Ki Master Blasts Known. (Unlike spells per day, the number of spells a ki master knows is not affected by her Constitution or highest mental ability score score; the numbers on Table: Ki Master Blasts Known are fixed.) These new blasts are chosen from the ki master spell list. The ki master can’t use this method of spell acquisition to learn blasts at a faster rate, however.

Upon reaching 4th level, and at every ki master level after that, a ki master can choose to learn a new blast in place of one she already knows. In effect, the ki master “loses” the old blast in exchange for the new one. The new blast's level must be the same as that of the blast being exchanged, and it must be at least two levels lower than the highest-level ki master blast the ki master can cast. A ki master may swap only a single blast at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a ki master need not prepare her blasts in advance. She can cast any blast she knows at any time, assuming she has not yet used up her blasts per day for that blast level. She does not have to decide ahead of time which spells she’ll cast.

Ki masters rarely keep track of spell names. Actually, most of their moves are re-named as they see fit (and that way a blur spell is something else, some mystical ki technique which makes you difficult to hit.)

Ki Blasts count as arcane spells for the purpose of arcane spell failure and prestige classes, where applicable.

Ki masters choose their spells from the ki master spell list, as well as the additions below. As a general rule, harmless targeted spells become self only.

0—dancing lights, detect magic, electric joltSpC, flare, launch boltSpC, launch itemSpC, light, mage hand, message, open/close, resistance, sonic snapSpC

1st—accelerated movementSpC, animate rope, blood windSpC (self only), chaos blaze, cutting handSpC, endure elements (self only), enlarge person (self only), entropic shield, expeditious retreat, feather fall, fist of stoneSpC, floating disk, guided shotSpC, hail of stoneSpC, insightful feintSpC, jump, mage armor (self only), magic stone, nerveskitterSpC, produce flame, protection from chaos/evil/good/law (self only), reduce person (self only), resurgenceSpC (self only), rhino's rushSpC, rockfist, scatterspraySpC, second windSpC, shield, shield of faith (self only), slideSpC, strategic chargeSpC, swift expeditious retreatSpC, true strike, unseen servant, updraftSpC, warning shoutSpC

2nd—aiming at the targetSpC, balancing lorecallSpC, balor nimbusSpC, bear's endurance, blast of forceSpC, blur (self only), body of the sunSpC, bull's strength, cat's grace, cloud wingsSpC (self only), detect thoughts, energy vortexSpC, false life, fireburstSpC, fuse armsSpC, greater slideSpC, gust of wind, heroicsSpC (self only), hurlSpC, ironthunder hornSpC, kiden's combustive torch, levitate, locate object, mirror image, misdirection (self only), owl's wisdom, protection from arrows (self only), resist energy (self only), scintillating scalesSpC, see invisibility, shatter, shatterfloorSpC, spider climb, stabilizeSpC, status, swift flySpC, swift hasteSpC, whirling bladeSpC, whispering wind

3rd—air walk, arcane sight, blink, chain missileSpC, clairaudience/clairvoyance, daylight, dibonation, dispel magic, displacement (self only), downdraftSpC, dragonskinSpC, fireball, flashburstSpC, fly (self only), giant's wrathSpC, girallon's blessingSpC, graceSpC, great thunderclapSpC, greater mage armorSpC (self only), haste (self only), heroism (self only), knight's moveSpC, lesser visage of the deitySpC, magic circle against chaos/evil/good/law (trap form and self only), manyjawsSpC, nondetection (self only), protection from energy (self only), rage (self only), searing light, sonorous humSpC, strength of stoneSpC, thunderous roarSpC, tremorSpC, wind wall

4th—arcane eye, assay spell resistanceSpC, cyclonic blastSpC, death throesSpC, defenestrating sphereSpC, detect scrying, dimensional anchor, dimension door, explosive cascadeSpC, eye of the hurricaneSpC, force clawSpC, force missilesSpC, forcewaveSpC, greater floating diskSpC, greater resistanceSpC (self only), lesser globe of invulnerability, lion's chargeSpC, locate creature, nerve overload, orb of forceSpC, overland flight (self only), ray deflectionSpC, resilient sphere, scrying, shout, spell enhancerSpC, stoneskin (self only), sudden stalagmiteSpC, telepathic bond, thunderlanceSpC, vortex of teethSpC

5th—control winds, commune with nature, contact other plane, delay deathSpC (self only), draconic mightSpC (self only), earth reaverSpC, false vision, greater blinkSpC, greater dimension doorSpC, greater fireburstSpC, indomitabilitySpC (self only), interposing hand, magic jar, plane shift (willing only), prying eyes, rejectionSpC, sending, shard stormSpC, telekinesis, teleport, wall of force

6th—analyze dweomer, control water, delayed blast fireball, disintegrate, energy immunitySpC (self only), find the path, fires of puritySpC, forceful hand, globe of invulnerability, greater dispel magic, interplanar telepathic bondSpC, mislead, ray of lightSpC, shadow walk, superior resistanceSpC (self only), stone bodySpC, true seeing, visage of the deitySpC, wind walk

7th—control weather, emerald flame fistSpC, ethereal jaunt, excavateSpC, forcecage, grasping hand, greater arcane sight, greater plane shiftSpC, greater scrying, greater teleport, project image, radiant assaultSpC, regenerate, repulsion, reverse gravity, sequester, spell turning, statue, storm of elemental furySpC, storm towerSpC, telekinetic sphere, teleport object, waterspoutSpC

8th—clenched fist, discern location, earthquake, fortunate fateSpC (self only), greater prying eyes, greater shout, iron body, lion's roarSpC, mind blank, moment of prescience, protection from spells (self only), stormrageSpC, sunburst, unyielding rootsSpC, whirlwind

9th—astral projection, crushing hand, foresight, greater visage of the deitySpC, greater whirlwindSpC, meteor swarm, sphere of ultimate destructionSpC, storm of vengeance

Table: Ki Master Blasts Known
Level Ki Blasts Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 4 1
3rd 4 2
4th 5 2 1
5th 5 3 1
6th 6 3 1 1
7th 6 4 2 1
8th 7 4 2 1 1
9th 7 4 3 2 1
10th 8 4 3 2 1 1
11th 8 4 4 3 2 1
12th 8 4 4 3 2 1 1
13th 8 4 4 3 3 2 1
14th 8 4 4 3 3 2 1 1
15th 8 4 4 3 3 3 2 1
16th 8 4 4 3 3 3 2 1 1
17th 8 4 4 3 3 3 2 2 1
18th 8 4 4 3 3 3 2 2 1 1
19th 8 4 4 3 3 3 2 2 2 1
20th 9 4 4 3 3 3 2 2 2 2


AC Bonus: When unarmored and unencumbered, the ki master adds either her Constitution or her highest mental ability score bonus (if any) to her AC. If it is a Constitution bonus, the AC bonus is natural armor (which stacks with pre-existing natural armor). If it is a mental ability score, it is dodge.

In addition, a ki master gains an untyped +1 bonus to AC at 5th level. This bonus increases by 1 for every five ki master levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

Ki Sense (Su): At will, a ki master can use detect power level, as the spell. Classes or creature which emanate an aura, such as the paladin's aura of good, may also be detected by this ability.

Aura of Power (Ex): The power of a ki master's aura of power (see the detect power level spell) is equal to her ki master level.

Unarmed Strike: At 1st level, a ki master gains Improved Unarmed Strike as a bonus feat. A ki master's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a ki master may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a ki master striking unarmed. A ki master may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a ki master's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A ki master's unarmed strike is treated both as 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 ki master also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium ki masters. A Small ki master deals less damage than the amount given there with her unarmed attacks, while a Large ki master deals more damage; see Table: Monk Unarmed Damage by Size.

Damage Reduction (Ex): At 2nd level, a ki master gains Damage Reduction/magic equal to 1/2 their class level.

At 20th level the kind of damage reduction changes due to Adamant Body.

Evasion (Ex): At 3rd level or higher if a ki master makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a ki master is wearing light armor or no armor. A helpless ki master does not gain the benefit of evasion.

Ki Fist (Su): At 4th level, the ki master's fighting spirit grows stronger. Her unarmed strikes are treated as being +1 magic weapons, and may be enhanced as manufactured weapons. They may even add material properties by practicing punching molten metal and other materials, by paying the cost of the materials as normal. They do not need the initial +1 bonus (they already have it) and ki fist's enhancement bonus does not add to its cost. Every 4 levels after (8th, 12th, 16th, and 20th) the enchantment bonus rises by +1, to a +5 bonus at level 20.

Masterwork Body (Ex): The 5th level ki master's body is now masterwork, she gain Masterwork Body as a bonus feat. They may even add material properties to their body by paying the cost of a non-armor or light armor of their size.

Sustaining Ki (Su): The 5th level ki master's body has evolved beyond the need for material goods. You no longer need to eat, drink, or sleep, though you must still rest in order to refresh your ki blasts.

Intimidating Aura (Su): As a full round action, a 6th level ki master may attempt an Intimidate check to all who can see them, the power and might of a visible ki aura about them. They may add half their ki master level as a bonus to Intimidate.

At 11th level, whenever they perform an intimidating aura they may have the effect of gale force's burst centered on themselves go off as part of it. They can also do this at will without needing to make an intimidate check.

At 16th level, those within the area of gale force must also make a Reflex save (DC 10 + 1/2 HD + Con modifier) or fall prone. You may choose to have unworked or natural terrain, or terrain of hardness 8 or less, can crack and shoot debris which forms difficult terrain. Like before, you may do this at will without needing to make an intimidate check.

Special Ability: On attaining 7th level, and at every six levels thereafter (13th and 19th), a ki master gains a special ability of her choice from among the following options.

Bonus Feat: A ki master may gain a fighter bonus feat in place of a special ability, or a monk bonus feat. If it is a monk bonus feat, they do not need to qualify for the pre-requisites.

Catch Energy: When facing spells or ki blasts which target the Ki Master (and thus not area effects) and which require an attack roll, the Ki Master may attempt to counterspell, identifying the spell with Spellcraft as an immediate action. With a successful check, the Ki Master expends a slot equal to the spell he is attempting to catch. The spell is put on 'hold'. The Ki Master can choose to deflect it harmlessly aside, or wait until next round to launch it back at the caster (using the caster's save DCs and the like). Launching it at the caster requires an Autohypnosis or Concentration check DC (10 + spell level) to do effectively.

Critical Blow (Ex): The critical multiplier on your unarmed attacks rises from x2 to x3. You may take twice, to a maximum of x4. Alternatively, you can increase your critical threat range by +1 point (19-20). You can also take this twice, to a maximum of 18-20. Regardless which form you choose, you may select Critical Blow only twice.

Defensive Dodge (Ex): The ki master can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per encounter, when she would be reduced to 0 or fewer hit points by damage in combat (from any source), the ki master can attempt to roll with the damage. To use this ability, the ki master must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes no damage from the blow; if it fails, she takes full damage as nonlethal damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the ki master's evasion ability does not apply to the defensive dodge. This counts as the defensive roll class feature.

Draw Energy (Su): By calling on surrounding life energy as a standard action, you attempt to cast your next ki blast without expending your own ki blasts per day. It takes either autohypnosis or concentration (DC 20 + twice spell level), and focus may be interrupted. If you fail your Autohypnosis or Concentration check you stop drawing in power, but may continue where you left off. If you fail your Concentration check by 5 or more you lose the power and must start over. You gain the ability to supplement 1 ki blast level for every round you draw in energy.

For example, Goku has used up all his 9th, 8th, and 7th level slots, yet wants to cast a 9th level ki blast. He can charge for 9 rounds and expend no blasts per day, or he can expend 3 rounds, and use an available 6th level blast per day to complete the attack. This ability is a pre-requisite for the Ki Blast spirit bomb.

Power Up (Su): A ki master may spend several turns supercharging their next attack as a full attack action. Every round spent charging up increases their effective caster level for ki blasts by +1d6 levels, up to a maximum of half their character level (minimum 1).

Push Yourself (Ex): You may use metamagic effects on your Ki Blasts without raising their level adjustment by burning your own Constitution. Immediately after casting, you take a number of Con burn equal to the metamagic effect +1.

Rapid Metamagic: The ki master does not lengthen the time they need to cast when using metamagic effects on Ki Blasts. Subsequently, they may use Quicken Spell without any problems.

Speed of Ki (Ex): You may add an additional +10 ft to all your movements. This ability may be taken multiple times.

Diehard: The ki master receives the feat Diehard for free at level 9, even if she does not meet the pre-requisites.

Improved Evasion (Ex): This ability works like evasion, except that while the 10th level ki master still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless ki master does not gain the benefit of improved evasion.

Unbound Mortality (Su): At 11th level, the ki master's control over their body helps them survive the unsurvivable. If they are reduced to -10 or lower, they become inert rather than dying. In this state they are effectively dead, but may still be revived to life through restoring hp and curing ability damage as if they were alive for up to 1 round/level of the ki master, as long as their body is intact. In addition their strong life force prevents them from turning into undead.

Flash Step (Su): At 12th level or higher, a ki master's movement slips between spaces. They can teleport as a move action up to their move speed, and thus do not provoke attacks of opportunity for moving. However, they must have line of effect.

Diamond Soul (Ex): At 13th level, a ki master gains spell resistance equal to her current ki master level + 10. In order to affect the ki master with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the ki master's spell resistance. They may raise or lower their spell resistance as a non-action.

Unbound Spirit (Su): The 14th level ki master's spirit becomes as unbreakable as their body. They become immune to [Death] effects, as well to any effects which would remove, displace, or destroy their soul (such as trap the soul. If killed, they form a "ki ghost". Little more than a major image (and subject to being suppressed or temporarily dispelled, caster level equal to your level), it allows the ki master to communicate from beyond the grave. This illusion cannot travel more than 1 mile from their body. They travel at their normal movement speed, and cannot pass through solid objects, though objects and creatures may force themselves though the illusion. Dispelling the body, or the place where the body died if no body remains, extinguishes the ki master from using unbound spirit to communicate.

Because their spirit remains close, revival costs (both gp and XP) are cut in half.

Transfer Energy (Su): By a touch a 15th level ki master may transfer ki to another, refreshing them. With another ki master, they may expend twice as many ki blast levels to restore one ki blast per day in another. For example, Goku needs a use of his 6th level abilities, having used them up for the day. Vegeta expends the use of his available 4th level and 8th level blast per day to restore Goku's 6th level blast per day.

This can also be used with traditional spellcasters at a higher waste. The requirement is 3 times the spell level or slot being restored, causing you to expend a 9th level blast per day to restore somebody else's 3rd level spell slot.

Ki Presence (Su): At 17th level, the ki master can project their aura over a wide area as a free action on your turn, causing all but the most mindless of creatures to take notice. This makes the ki master's position highly visible, even if line of sight is broken, up to a radius of 1 mile/level. While this certainly reveals your location, it has a few beneficial effects. Non-mindless creatures become aware of your power level (as if they had used detect power level on you. If your power level is equal or greater than your opponents, you gain a bonus on Intimidate checks against them equal to the difference for any round you are using your presence. Lastly as long as you make your presence known, you can force creatures within 100 ft of you to cast defensively, or provoke attacks of opportunity from you as if you were in melee threatening them. This does not give you the ability to attack at range, if you lack it.

Timeless Body (Ex): Upon attaining 17th level, a ki master no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the ki master still dies of old age when her time is up.

Inner Calm (Ex): At level 18, a ki master becomes immune to mind-affecting effects.

Adamant Body (Ex): At level 20 a ki master has grown tough as nails. Her damage reduction changes to DR/adamantine and magic. If she dies, her body will never rot and possess the hardness of adamantine. They may be revived (as if by raise dead) by the spell stone to flesh, as long as their body is intact.

Campaign Information[edit]

Playing a Ki Master[edit]

Religion: Religion is usually a subject of indifference, as the ki master focuses on the self and drawing power from their own bodies. They are most in tune with druids, especially if they discover how to draw energy from their surroundings.

Other Classes: They have a great deal of respect for monks, although not being restricted by alignment does cause the occasional conflict. Spellcasters are both mocked as weak and feared for their ability to attack their minds, a weak point, and fighters are seen as strong allies.

Combat: The ki master covers both roles of ranged attacker and brawler. Focus on which skill varies, but they are best with one on one encounters.

Advancement: Any class suitable for monk is also suitable for ki masters. A few take a more barbaric route and take barbarian oriented classes.

Ki Masters in the World[edit]

It's over 9000!!!!
——Prince Vegeta, Humanoid (Saiyan), Prince of the Saiyans.

The ki master often does not care for the desires of the rest of the world. They are people driven by personal desires. The fact that their desires line up with the rest of the world, for better or worse, is coincidence.

Daily Life: Physical training is important as well as physical enlightenment. The ki master is always attempting to improve something, less they grow slack and stagnate.

Notables: Legends tell that those who walk the path of the ki master eventually become as gods, and leave the world for other planes in search of further enlightenment, their hair changing colors, growing long, and their bodies aging slowly as they travel through the multiverse, challenging the strong to battle.

Organizations: Ki masters rarely have any groups, meeting only for tournaments, or the occasional master teaching their student. They are encouraged to adventure and through surviving the dangerous path of adventure, discover their power and purpose.

NPC Reactions: Most NPCs do not recognize any notable difference between ki masters and monks. Both are men who use their fists in amazing shows of force and fury. On occasion, after a show of ki blasts, one may be mistaken for a warlock however.

Ki Master Lore[edit]

Characters with ranks in Knowledge (history) can research ki masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC 5: Ki masters are a sort of monk. They fight things with their bare hands.

DC 10: A ki master channels ki to fuel their powers and use spell-like abilities.

DC 15:A ki master has inhuman speed, durability, and a powerful sense of energy in the world.

DC 20: A ki master has several tricks to improve their ki blasts, some even able to draw energy from others.



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Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilitySpontaneous Arcane Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated ByNolanf + and Leziad +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAutohypnosis +, Balance +, Climb +, Concentration +, Escape Artist +, Intimidate +, Jump +, Listen +, Martial Lore +, Sense Motive +, Spellcraft +, Spot +, Swim + and Tumble +
Skill Points4 +
SummaryBased off the warriors of DBZ, this is a flavor of monk who possesses potent energy blasts to strike at the enemies from afar. +
TitleKi Master +
Will Save ProgressionPoor +