Phoenix Hand (3.5e Monk Fighting Style)

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Phoenix Hand Style[edit]

Developed in the Southern tribes of the Verand√úr state (Homebrew), it is taken inspirations of the phenoix and the similar race of the Phaelixiates, a shapeshifting class primarily of fiery avians, usually residing near volcanoes, hot springs, and even underground (which contain a stockier, more dense sub-species). It emphasizes sudden strikes, as well as feints, grapples, and aerial maneuvers. Practitioners of the Phoenix Hand are known for their graceful, yet aggressive nature, and acrobatic prowess. In addition of their hands, a Monk may also use a modified style with Katars (punching daggers are a normal, although weaker substitute).

1st-Level Skill Bonus: Acrobatic Strike.

1st-Level Feat: Stunning Fist.

2nd-Level Feat: Elusive Dance.

6th-Level Feat: Leap of the Heavens.

6th-Level Bonus Ability: Phoenix Style: Basic, Improved Acrobatic Skirmisher.

Phoenix Style: Basic

You gain a +1 Bonus to AC. This bonus is denied whenever your Dexterity Bonus is denied.

[*]'Run By Attack': When moving or charging, you may sacrifice 10 ft. in movement to attack an adjacent target during any point in the movement, using an unarmed attack (You may use a weapon, as long as you have Weapon Proficiency) at a -4 Attack Bonus. You may make as many attacks per DIFFERENT target as you can, so long as you have the movement left to do so. You still provoke Attack of Opportunity when you perform the attack.

[*]'Phoenix Talon': When an opponent successfully makes a touched attack against you (which means he would hit if it weren't for armor), once per day per 4 levels of Monk/Rogue, you may make a Reflex Save (DC = Attack result + 5) to avoid the attack (this can only be done if you are aware of the attack, and able to move freely). If you successfully avoid the attack, you may counterattack at a -4 penalty to your attack roll, and you use up a Move Action for your next round.

[*]'Step Freely': You may now move 10 ft. during your Free Action, instead of the usual 5.

Prerequisites: Tumble 9 Ranks, Jump 6 Ranks, Improved Unarmed Strike, Must be trained by a more experienced practitioner (At DM's discretion).




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