Zui Quan, Monk Variant (3.5e Class)

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Zui Quan, Monk Variant
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Contents

[edit] Drunken Master (Zui Quan)

The wild, and unpredictable movements of a drunk are very unnerving to many. Not being able to follow an opponents moves, as well as not knowing when to strike is what mastering Zui Quan is all about. Every time you fight, someone will mistake you for a drunk, and that someone will get seriously hurt.

[edit] Making a Drunken Master

The master of Zui Quan tends to get along with people who like to fight more than any others.

Abilities: Strength plays an important role, to make powerful strikes. Dexterity is also important because Zui Quan Masters rarely wear armor, because it hinders your movement. Wisdom also helps, as the Zui Quan master is also a Monk of sorts.

Races: any race that is able to meet the physical demands and limberness to fight with this style can learn it.

Alignment: Any.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: <-Select "Simple" or "As rogue", "Moderate" or "As fighter", or "Complex" or "As wizard", to let players know which starting age category to use for 1st-level characters->.

Table: The <-class name->

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +0 <-any class features gained at this level->
2nd +2 +0 +3 +0 <-any class features gained at this level->
3rd +3 +1 +3 +1 <-any class features gained at this level->
4th +4 +1 +4 +1 <-any class features gained at this level->
5th +5 +1 +4 +1 <-any class features gained at this level->
6th +6/+1 +2 +5 +2 <-any class features gained at this level->
7th +7/+2 +2 +5 +2 <-any class features gained at this level->
8th +8/+3 +2 +6 +2 <-any class features gained at this level->
9th +9/+4 +3 +6 +3 <-any class features gained at this level->
10th +10/+5 +3 +7 +3 <-any class features gained at this level->
11th +11/+6/+1 +3 +7 +3 <-any class features gained at this level->
12th +12/+7/+2 +4 +8 +4 <-any class features gained at this level->
13th +13/+8/+3 +4 +8 +4 <-any class features gained at this level->
14th +14/+9/+4 +4 +9 +4 <-any class features gained at this level->
15th +15/+10/+5 +5 +9 +5 <-any class features gained at this level->
16th +16/+11/+6/+1 +5 +10 +5 <-any class features gained at this level->
17th +17/+12/+7/+2 +5 +10 +5 <-any class features gained at this level->
18th +18/+13/+8/+3 +6 +11 +6 <-any class features gained at this level->
19th +19/+14/+9/+4 +6 +11 +6 <-any class features gained at this level->
20th +20/+15/+10/+5 +6 +12 +6 <-any class features gained at this level->

Class Skills (6 + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

[edit] Class Features

All of the following are class features of the Zui Quan Master.

Weapon and Armor Proficiency: <-description of class weapon & armor proficiencies->.

[edit] Skills and Abilities

AC Bonus (Ex): When unarmored and unencumbered, add your Wisdom bonus (if any) to you AC. In addition, gain a +1 bonus to AC at 5th level. This bonus increases by 1 for every five levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when flat-footed. You lose these bonuses when immobilized or helpless, when wearing any armor, when carrying a shield, or when carrying a medium or heavy load.


[edit] Ex-<-pluralized class name->

<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

[edit] Epic <-class name->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] <-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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