Gentle Fist Adept (3.5e Class)

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Gentle Fist Adept[edit]

The Gentle Fist Adepts hail from The Hyuga family, of the city of Narau. These warriors learn to harness their birthright, their mystical eye power known as the Byakugan, and use it to Augment their fighting combat prowess. They devise their own special techniques and are rigorously trained from the time they develop their birthright, since not all Hyuga awaken the Byakugan, the ones that do receive more attention within the family and are given more say than a normal family member in family matters and decisions. A Gentle Fist Adept excels at front line combat and careful decision making. Their ability to see a greater distance and avoid being caught off guard allows them to pick their fights carefully as one's they know they can win, or at the least, have a chance to not die from.

Making a Gentle Fist Adept[edit]

A Gentle Fist Adept excels at front line combat. Their ability to deliver consistent dps combined with their offensive and defensive techniques make them a force to be reckoned with. A good Gentle Fist Adept knows how to make an enemy keep their eyes on them instead of their allies, because their techniques have enough variety to keep them safe while their allies continue the fight. A Gentle Fist adept has several weaknesses however. Their precision damage fails against things without life patterns, like undead and constructs. It also struggles to reach foes who are covered in heavy armor, as there are fewer weaknesses that can be reached with fingers or open palms. Should a Gentle fist adept run out of technique points, they will also become greatly hindered in their combat ability. When working in a party with others, the Gentle Fist Adept can fight on the front lines, attracting attention as a high dps. But their techniques offer various defensive attributes, and they work well at protecting others from harm if they position well against their foes relative to their allies. They can also easily fill the position of scout, being able to see a long distance out and pick up signs of life.

Abilities: Dexterity is the most important attribute for this class, as the Gentle Fist Adept is more about finesse and striking decisive weak points without the need of strength; it will also allow them to evade attacks and AoE better, as well as many of their skills rely on Dexterity. Wisdom is the second most important attribute for a Gentle fist Adept, as it determines their bonus technique points, and what techniques they can use. Wisdom also helps with will saves, and ties in to their ability to use scouting skills like spot and listen. Constitution helps keep the Gentle Fist on the front lines longer without dying, and is a good third skill. Any leftover room should go towards intelligence, and it gives skill points and aids in their ability to search effectively.

Races: The Family is prominently human, however, due to the city of Narau's many different races (and monsters) that tend to marry, it is possible that the Hyuga family will see any number of race types become available to it over time. Ask your DM what races are available to play in the Hyuga family before making this class.

Alignment: The practitioners of the gentle fist tend towards a lawful alignment, but neutral is not unheard of. They cannot be chaotic however, as practicing the gentle fist requires diligence to the family traditions and teachings, and much self reflection and practice. A chaotic individual rarely exhibits the qualities necessary to grow as a gentle fist adept.

Starting Gold: 6d4 x 10 gp. Around 150 average. The Hyuga family is wealthy, and makes sure one of those fortunate enough to awaken their birthright start off well. If playing a backstory where you aren't in as much grace with your family, roll 4d4 x 10 instead.

Starting Age: Complex. Due to the fact a Hyuga could be a variety of races, there is no real standard age. It is assumed before a Hyuga goes adventuring they will at least be of Adulthood age, but there can always be exceptions

Table: The Gentle Fist Adept

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Bonus Precision Damage Technique Points Techniques Known Highest Level Technique Usable
Fort Ref Will
1st +1 +0 +2 +2 Byakugan, Seamless Blending of Martial Techniques, Gentle Fist, Focused Eyes, Ac Bonus, Improved Unarmed Strike 1d6 3 2 1
2nd +2 +0 +3 +3 Combat Reflexes, 1d6 5 3 1
3rd +3 +1 +3 +3 1d6 9 4 1
4th +4 +1 +4 +4 Advanced Gentle Fist 2d6 13 5 2
5th +5 +1 +4 +4 Advanced Byakugan 2d6 20 7 2
6th +6/+1 +2 +5 +5 <-any class features gained at this level-> 2d6 27 8 3
7th +7/+2 +2 +5 +5 3d6 34 9 3
8th +8/+3 +2 +6 +6 Advanced Gentle Fist, Weakness to Curry 3d6 41 10 4
9th +9/+4 +3 +6 +6 Evasion, Advanced Byakugan 3d6 51 11 4
10th +10/+5 +3 +7 +7 <-any class features gained at this level-> 4d6 61 13 5
11th +11/+6/+1 +3 +7 +7 4d6 71 14 5
12th +12/+7/+2 +4 +8 +8 Advanced Gentle Fist 4d6 81 15 6
13th +13/+8/+3 +4 +8 +8 Advanced Byakugan 5d6 94 16 6
14th +14/+9/+4 +4 +9 +9 True Seeing Byakugan 5d6 107 17 7
15th +15/+10/+5 +5 +9 +9 5d6 120 19 7
16th +16/+11/+6/+1 +5 +10 +10 Advanced Gentle Fist 6d6 133 20 8
17th +17/+12/+7/+2 +5 +10 +10 Advanced Byakugan 6d6 149 21 8
18th +18/+13/+8/+3 +6 +11 +11 <-any class features gained at this level-> 6d6 165 22 9
19th +19/+14/+9/+4 +6 +11 +11 7d6 181 23 9
20th +20/+15/+10/+5 +6 +12 +12 Advanced Gentle Fist 7d6 197 25 9

Class Skills 4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Craft (Int), Concentration (Con), Diplomacy(Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge: Nobility and Royalty (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Sleight of Hand (Dex), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Gentle Fist Adept.

Weapon and Armor Proficiency: Gentle Fist Adepts are proficient with the Nunchaku, Shuriken, and quarterstaff, but they are not proficient with any type of armor or shield as they interfere with a Gentle Fist Adept's movements for using techniques. Like spellcasters casting arcane spells, armor interferes with the gestures that a Gentle Fist Adept must make to use their techniques. Gentle Fist Adepts face the possibility of techniques failure if they’re wearing armor. A character who casts techniques while wearing armor must make a technique failure roll. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the chance that the technique fails and is ruined. Gentle Fist Adept's often exclusively stick to hand to hand fighting style.

Technique Points/Day: A Gentle Fist Adept's ability to use techniques is limited by the technique points he has available. His base daily allotment of technique points is given on Table: The The Gentle Fist Adept. In addition, he receives bonus technique points per day if he has a high wisdom score (see Table: Ability Modifiers and Bonus Technique Points ). His race may also provide bonus technique points per day, as may certain feats and items.

Highest Level Technique Usable: This column shows the highest level technique a Gentle Fist Adept may use at each level. To learn or use a technique, a Gentle Fist Adept must have a wisdom score of at least 10 + the technique's level.

Techniques Known: Gentle Fist Adepts spend time practicing new Gentle Fist techniques that fit their form of martial arts. As such, Gentle Fist Adepts choose their techniques from the list below and gain new techniques to use each level. Save DC's are based on wisdom. See Table: The Gentle Fist Adept for the highest level technique that can be used by a Gentle Fist Adept as well as the number of technique points available at the start of each day.

Gentle Fist Adepts choose their techniques from the following list:

1st—Thrusting Palm, Layer of Chakra, Close the Gap, Assisted Recovery, Twin Palms

2nd—Rotation, Heavens Dance of Hazy White

3rd—8 Trigrams 32 Palms,

4th—Protecting 8 Trigrams 64 Palms, Air Palm

5th—8 Trigrams 64 Palms, Giant Ball Rotation, Skyward Uppercut

6th—Skyward Thrusting Palm

7th—<-powers, powers, powers->

8th—8 Trigrams 128 Palms

9th—8 Gates Assault, Gentle Step Twin Lions Fist

Improved Unarmed Strike: The Gentle Fist Adept Gains the Improved Unarmed Strike feat as a bonus feat. In addition, his unarmed strikes do 1d6 damage at base.

Ac Bonus (Ex): A Gentle Fist Adept adds their Wisdom modifier (if any) as a bonus to their ac. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

Seamless Blending of Martial Techniques: The Gentle Fist is well trained at using their techniques in melee combat, and as such, do not provoke attacks of opportunity, or require concentration checks to maintain or use their techniques in combat. If another action the Gentle Fist does triggers an Attack of Opportunity during a technique they are using (Such as moving past an enemy during a techniques use) and they are hit, they must make a concentration check to continue the technique.

Focused Eyes: The Gentle Fist Adept's eyes change and become more perceptive when the bloodline manifests. The Adept gains (Skill Focus: Spot) and Skill Focus: Search

Byakugan (Ex): The Byakugan is a powerful eye technique that the player can toggle on and off. Upon use cause the users normally whitened eyes to become stressed, with veins leading from their cheekbone and forehead to the base of their eyes. This does not harm the eyes in anyway unless it is overused, but instead enhances their capabilities. When using Byakugan, you gain a variety of effects, including:

Enhanced Sight: When active, the Byakugan allows the user to see in all directions, even behind them. This bestows Uncanny dodge while Byakugan is active. In addition, every level of Gentle Fist Adept the character has increases their natural sight by 80 feet. Up to a total of 1,600 extra sight range at level 20. This sight counts as darkvision, and can see through solid barriers. It also allows the Gentle Fist Adept to analyze weak points, and Tenketsu on his target. The Byakugan grants its user a +4 resistance when faced with gaze attacks. As a final addition, the Gentle Fist Adept receives the benefit of a [Deathwatch] spell as long as Byakugan remains active. Despite the fact that the Byakugan can see through solid objects, it can still fail against spells like [Mage's Private Sanctum].

If the Byakugan is used for more than 12 hours in a single day, or 12 hours straight with only minimal breaks (such as 10 minutes to try and cheese the timer), the Gentle Fist Adept suffers severe eye pain, though it is only temporary. This causes them to temporarily lose all sight bonuses, and their sight range is reduced to 15 feet. Any creature being observed by the User will appear blurry and have a 20% miss chance against them. This debuff lasts 1d3 hours, at which point the Byakugan may be used again normally.

DM's who have trouble with the potency of the Byakugan can limit it by not allowing it to see through solid mundane materials with no openings, such as an enclosed room with all its doors closed and no windows. Another option is to give each Gentle Fist a substance they have trouble seeing through and use it from time to time to keep plot more hidden in enclosed dungeons.

When the Adept hits level 14, the Byakugan now confers a "True seeing" ability to its user when it is in use.

Advanced Byakugan (Ex): At level 5 and every 4 levels afterwards, the Gentle Fist Adept can select one of the following enhancements for his Byakugan:

  • Arcane Sight: This power grants the Gentle Fist Adept the benefit of an Arcane Sight effect equal to his sight range while his Byakugan is in effect. The eyes of the Adept do not glow like the spell normally requires. You may only select this
  • Watch your flank: Your Byakugan now gives you the benefits of Improved Uncanny Dodge class feature, making it so you can no longer be flanked.
  • Fine details: You become so adept at picking out weak points that your unarmed strikes now score critical hits on 18-20. In addition, you can strike objects and constructs with your Gentle Fist precision damage, as you are able to find the points where they are weakest. Your techniques can inflict status conditions onto such foes, even if they are normally immune. Objects and Constructs are still immune to being critically hit.
  • Mind Alteration Detection: While active, your Byakugan can determine if another person in your sight range is under the effect of a mind altering effect or power
  • Ethereal Sight: Your Byakugan can now actively see Ghosts, spirits and other ethereal creatures within its range.
  • Undead Slayer: Your eyes can now detect the flow of magic that allows animated undead to move, along with the weakest joints or atrophied muscles that undead rely on to function. You can now use your Gentle Fist Precision damage against corporeal undead. If you have ghost touch, you may use it against incorporeal undead. Your techniques can inflict status conditions onto such foes, even if they are generally immune. Undead are still immune to being critically hit.

Gentle Fist (Ex): The Gentle Fist Adept's signature art of combat, the gentle fist style, works by using their chakra, or life essence, to strike at the insides of their foe. Causing muscles or organs to spasm, rupture, disabling parts of the body, or just dealing quick bursts of damage to foes with otherwise high durability. Because the Gentle Fist style requires finesse more than strength, when striking with unarmed gentle fist attacks, you use your Dexterity rather than your strength when determining accuracy. When a Gentle Fist Adept begins play, the Gentle Fist starts with an extra 1d6 precision damage. It then continues to increase following the table above. Unlike the rogue, who relies on stealth to strike an exposed area, the gentle fist style relies on the Byakugan to bypass readied defenses, and fails against certain other creatures. This means that every strike can deliver the extra precision damage at all times as long as the enemy is not immune. Unlike most precision damage, a Gentle Fist Adept can deliver powerful blows to plant creatures, because they are living organisms, however, this does not give them the ability to critically hit plants. The following creatures and status conditions will effect your Gentle Fist Damage.

  • Undead: Undead creatures lack the normal life energy and active tenketsu a Gentle Fist Adept relies on. Your precision damage will fail against them unless you specially train your Byakugan to handle the problem.
  • Constructs: Constructs lack signs of life and Muscles in general for an Adept to make use of. In order to be able to use your precision damage against them, you must train your Byakugan to specifically handle the problem.
  • Heavily Armored Foes: When facing foes covered from head to toe in heavy armor, finding a way to get past the armor and strike the vitals becomes more challenging. Special training in the art of the gentle fist can lead to solutions around this problem.
  • Blinded: Along with the normal mischance it provides, without the Byakugan, it becomes impossible for a Gentle Fist Adept to strike at the opponents vitals with such high precision.
  • Dazzled: Normally not a big issue for most, slurred vision makes trying to precisely see his opponents weaknesses much more difficult. You must roll a 1d100 percent dice with every attack. A result of 50 or lower means your precision damage failed to hit.

Advanced Gentle Fist (Ex): At level 4 and every 4 levels afterwards, the Gentle Fist Adept makes a breakthrough in their fighting style, mastering old secrets or perfecting a skill they've long been practicing. The Adept may select any one of the following powers each time he gains this ability:

  • Sharpened Chakra: You've learned how to make the chakra you embed into your attacks longer and more pointed off your fingers, and extend further out during palm thrusts. While not easy to master, having the energy reach a bit further allows you to overcome the protection offered by heavy armor against your precision damage and techniques, and also ignore up to 4 natural armor on a foe you strike.
  • The Eight Trigrams Stance: Most Adepts only learn to use the skills of the eight Trigrams in the moment. But you've spent more time perfecting the stance itself, and the threat it holds on adjacent foes. When you assume this stance (A swift Action) an area of 50 feet around you is envisioned as a large trigram. Any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action to treat the square they start in as no longer threatened by you. As long as you don't move more than 50 feet in any direction from where you started using the stance, it is maintained. Moving further than 50 feet from the center of the trigram ends the effect immediately. This ability may only be used twice an encounter.
  • Monster Hunting Fist: You more than other Adept's study what's necessary to take on larger foes than normal with your skills. You know that in order to effect the mightest of foes with your talents, you will have to add a little more oomph to your chakra. A Gentle Fist Adept who selects this ability can effect a creature one size larger than is stated when using his Gentle Fist Techniques. However, he must pay an additional 2 technique points every time he chooses to effect a larger creature than the technique allows, since he has to use more energy.
  • Mage Slaying Fist: Your Byakugan can see many many things. Among them is the flow of magic within an individual. When fighting against a foe that can cast spells, if you score a successful hit with which your precision damage applies, the mage must make a fortitude save against 10 + 1/2 the Gentle Fist Adept's level(Minimum 1) + the technicians Wisdom modifier or lose access to casting his current highest prepared spell levels. As an example, a Sorcerer who could cast 8th level spells, who failed this save, would only be able to cast 7th level spells. This effect can only be applied once a round, even if there are multiple Gentle Fist Adepts attacking the same mage with this power. The effect lasts 1 minute, and can stack with itself, potentially eventually resulting in a mage that cannot cast spells at all (If they survive to that point).
  • Applied Force: You are able to apply more impact at the moment of... well, impact! By surging your chakra all at once before each hit, rather than applying it evenly throughout, your explosive potential bursts forth. Adepts who select this ability deal 1d6 more precision damage when they strike with the gentle fist.
  • Protective Fist: An adept who selects this ability is quick to react to all danger in his field of vision. The adept and allies adjacent to him gain the benefit of 20% miss chance as long as the adept has his Byakugan active and is not caught unaware somehow. When fighting defensively, or using combat expertise, a Gentle Fist Adept also grants the ac he gains from doing so as a bonus to adjacent allies as well. He can also accurately use Rotation and Giant Ball Rotation without knocking back adjacent allies.
  • Advancing Fists: An Adept who selects this ability is much more trained at pursuing a foe relentlessly. They gain the benefit of the Pounce ability.

Weakness to Curry: The Gentle Fist Adept has a long standing struggle with spicy curry, dating back to an event known only in rumor as "The Curry of Life" incident. It was stated that it is not to be spoken of, and is stricken from the mouths of the family. The family does its best to avoid any curry, as they all, without fail, seem to have an aversion to the food. Accidentally, or purposefully ingesting curry triggers a fortitude save equal to 10 + the total cooking skill roll made to create the curry. Failure leaves the Gentle Fist Adept's face completely red, before he struggles to breath and inevitably passes out. They do not suffer any damage, and it does not in any way harm them other than rendering them unconscious. The unconsciousness lasts 1d2 hours.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

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

<-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->.

Epic <-class name->[edit]

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.

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<-... 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->.

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

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
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

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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.->.

Campaign Information[edit]

Playing a <-class name->[edit]

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->.

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

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—<-NPC name->, <-race-> <-class->

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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->.

<-class name-> Lore[edit]

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->.

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

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

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

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