Jade Empire Monk (3.5e Class)

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Jade Empire Monk[edit]

The JE Monk focuses not on one, but many different combat styles. As a result non of them are ever truly mastered, thought many would agree that versatility is superior to single mastery.

Making a Jade Empire Monk[edit]

The JE Monk is the Monk version of a Bard. One moment they're jumping, rolling here and there and circling back, the next their leaping up onto buildings and then jumping down onto you.

Abilities: Dexterity is important as it aids dodge AC and attack bonuses with most styles. Charisma is also important as it increases their Chi and the save DCs of their many forms. Strength and Constitution are also desired, though not as pressing.

Races: Humans are likely to take up the mantle of the monk, and with their versatility aids this class well. Dwarves are more "big hammers and axes!!!" warriors, though their strict sense of honor and loyalty make them good candidates. Elves and halflings are least likely to join this class, they are more in tuned with their free will and spirit to uptake the intense and strict training that is need to be a successful monk.

Alignment: Any lawful.

Starting Gold: 5d4 (12 gp, 5 sp).

Starting Age: Complex

Table: The Jade Empire Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed Damage
Fort Ref Will
1st +0 +2 +2 +2 Combat Styles 2, Unarmed Strike, Chi bonus feat 1d6
2nd +1 +3 +3 +3 Evasion bonus feat 1d6
3rd +2 +3 +3 +3 Combat Styles 3 1d6
4th +3 +4 +4 +4 Slow Fall 20ft 1d8
5th +3 +4 +4 +4 1d8
6th +4 +5 +5 +5 Combat Styles 4, Slow Fall 30ft 1d8
7th +5 +5 +5 +5 Spirit Heal 1d8
8th +6/+1 +6 +6 +6 Slow Fall 40ft 1d10
9th +6/+1 +6 +6 +6 Combat Styles 5, Improved Evasion 1d10
10th +7/+2 +7 +7 +7 Slow Fall 50ft 1d10
11th +8/+3 +7 +7 +7 1d10
12th +9/+4 +8 +8 +8 Combat Styles 6, Slow Fall 60ft 2d6
13th +9/+4 +8 +8 +8 2d6
14th +10/+5 +9 +9 +9 Slow Fall 70ft 2d6
15th +11/+6/+1 +9 +9 +9 Combat Styles 7 2d6
16th +12/+7/+2 +10 +10 +10 Slow Fall 80ft 2d8
17th +12/+7/+2 +10 +10 +10 2d8
18th +13/+8/+3 +11 +11 +11 Combat Styles 8, Slow Fall 90ft 2d8
19th +14/+9/+4 +11 +11 +11 2d8
20th +15/+10/+5 +12 +12 +12 Slow Fall any distance 2d10

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

The JE Monks focus on many different styles of combat as to be better prepared for what ever the battle field throws at them. All of the following are class features of the Jade Empire Monk.

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

Combat Styles (Ex): The JE Monks have access to many different styles of combat for many different battle fields. At the start they know two, but with time, practice, and bruises they will have access to up to twelve. You may only have one style activated at a time, and switching is a swift action. The styles are:

  • Thousand Cuts: You have three attacks per round but with attack bonuses equal to your level minus five. You do not receive your base attack bonus with attacks made with Thousand Cuts style.
  • Leaping Tiger: You receive Uncanny Dodge and receive your level as a bonus to all Jump checks. If you make an attack after a jump, you receive plus 1d4 damage per 5 feet made with a long or high jump. (Jump, attack, land, his turn, repeat)
  • Agile Monkey: Any and all Dodge bonuses are doubled, and you receive your level as a bonus to Climb checks using your strength or dexterity for Climb checks, which ever is higher. All other Dexterity based skills receive a +2 bonus per 5 levels.
  • Stealthy Serpent: Move silently, hide, Grapple checks and reflex saves all receive a +2 bonus per 5 levels, and you receive an annoying bite attack. If the attack does damage they must make a fortitude save or be stunned for 1d4 rounds.
  • Quick Hare: You receive your level to Dodge AC and reflex saves as well as every 3rd level you receive a +10 feet to your unarmed base land speed.
  • Legendary Strike: Your base attack bonus changes to Good and if you use Power Attack you also add your strength bonus (twice, basically) along with it. Finally, Power Attack confers up to +10, instead of just +5.
  • White Demon: You base attack bonus becomes poor, but all attacks have a critical threat of +5 and at +1 critical multiplier. Example: A Kama with White Demon style has a critical chance of 15-20/x3
  • Wise Dragon: Your base attack bonus becomes Good and if you use Combat Expertise you also add your Wisdom bonus to Dodge AC. Finally, Combat Expertise confers up to +10, instead of just +5.
  • Weapon Style: At the time of choosing this style, choose a weapon to go along with it. When using that type of weapon in conjunction with Weapon Style, you receive a +5 to attack and damage. Weapon Style may be taken multiple times, each time with a different weapon.
  • Ice Shard: An advance style, you must be at least 5th level before you may access it. Ice Shard style allows you to conjure shards of ice and launch them at your foes. Each shard costs one Chi point,and a successful ranged touch attack deals 1d6 cold damage per level. Each shard has a 15% chance to freeze the target for 1d4 rounds.
  • Dire Flame: An advance style, you must be at least 5th level before you may access it. Dire Flame style allows you to conjure balls of flame and launch them at your foes. Each ball costs one Chi point, and a successful ranged touch attack deals 1d6 fire damage per level. Each ball has a 15% chance to catch the enemy on fire for 1d4 rounds, and taking 1d4 damage whist on fire.
  • Tempest: A highly advance style, you must be at least 10th level before you may access it. Tempest style allows you to fire burst of wind from your palms. Each wave costs one Chi point, and forces the target to make a reflex save or take 1d6 damage per level, get shoved back 1 feet per level, and are off balance. A successful save is half damage, 1 feet per 2 levels, and retain their balance.
  • Stone Immortal: A highly advance style, you must be at least 10 level before you may access it. Stone Immortal style allows you to fire rocks from the ground at your enemy. Each rock costs one Chi point, and a successful ranged touch attack deals 1d6 damage per level, shoves the target back 1 feet per level, and increases their load by 5 lbs.
  • Transformation: An extremely advance style, you must be at least 15th level before you may access it. Transformation style costs 5 Chi points when activated successfully. To activate, make a touch attack which then forces the target to make a fortitude save. If he fails, he is stunned for one round and you instantly transform into a creature matching the one you attacked for one minute. You gain the physical appearance, size, weight, height, physical ability score modifiers, and any extraordinary abilities the creature may have. The GM has the final say in what you do and do not have due to being a new creature. You may still use other styles in conjunction with Transformation style.
  • Heavenly Wave: All targets in a 15 foot cone must make a reflex save or become slowed: their Dexterity is at -2 and can only make one standard or move action per round.
  • Storm Dragon: A highly advance style, you must be at least 10th level before you may access it. Storm Dragon style allows you to make stunning touch attacks. With each touch attack, the target must make a fortitude save or become stunned for 1d4 rounds. This effect is cumulative.
  • Paralyzing Palm: With each touch attack the target must make a fortitude save or become stunned for 1 round. This effect is cumulative.
  • Hidden Fist: An advance style, you must be at least 5th level before you may access it. Hidden Fist style allows you to make touch attacks that come with a fortitude save. Failure is rewarded with the foe wandering around confused about everything for 1d4 rounds.
  • Spirit Thief: Each attack made with Spirit Thief style does no damage, but causes the target to make a will save or lose one point of Charisma. If the target has Chi, they lose one point of Chi instead. Finally, if they fail their save, you gain one Chi point. The Charisma damage is restored after 8 hours of rest.

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

A JE Monk also deals more damage with her unarmed strikes than a normal person would, as shown on the table below. The unarmed damage on class table is for Medium JE Monks. A Small JE Monk deals less damage than the amount given there with her unarmed attacks, while a Large JE Monk deals more damage.

Table: Monk Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Chi (Sp): Chi is described by monks as the inner magical force. Only those of true character and being have any noticeable Chi. A JE Monk can use Chi to fuel some of their styles and augment their standard attacks. A JE Monk has a number of Chi points equal to their Charisma modifier times 5. To augment your attacks, you must spend the Chi point before knowing the outcome of the attack. If the attack hits, it does 5 more damage. Chi recovers one point per hour or entirely after eight hours of uninterrupted rest.

Evasion (Ex): At 2nd level or higher if a JE Monk 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 JE Monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Slow Fall (Ex): At 4th level or higher, a JE Monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The JE Monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her JE Monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Spirit Heal (Sp): A useful ability, on 7th level a JE Monk can take a standard action to spend a Chi point and recover 5 hit points. With a successful Concentration check DC 20, you may heal another character for one hit point for one Chi point as a standard action.

Improved Evasion (Ex): At 9th level, a JE Monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless JE Monk does not gain the benefit of improved evasion.

Ex-Jade Empire Monk[edit]

If a Jade Empire Monk takes another level in any other class, they may never again take a level in Jade Empire Monk. As such, Jade Empire Monk must be the characters first class to take levels in it. If the Jade Empire Monk's Alignment changes from Lawful, they lose all access to all class features until and may not take more levels in Jade Empire Monk until it is restored to Lawful.

Epic Jade Empire Monk[edit]

Table: The Epic Jade Empire Monk

Hit Die: d8

Level Special
21st Combat Styles 9
24th Combat Styles 10
27th Combat Styles 11
30th Combat Styles 12

4 + Int modifier skill points per level.

Human Jade Empire Monk Starting Package[edit]

Weapons: Sling, Quarter Staff.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Balance 4 Dex 0
Climb 4 Str 0
Escape Artist 4 Dex 0
Hide 4 Dex 0
Jump 4 Str 0
Listen 4 Wis
Move Silently 4 Dex 0
Spot 4 Wis
Swim 4 Str 0
Tumble 4 Dex 0

Feat: If Dexterity is 13 or higher, Dodge; if Dexterity is 12 or lower, Improved Initiative instead.

Bonus Feats: If Dexterity is 13 or higher, Mobility; if Dexterity is 12 or lower, Blind-Fight instead.

Gear: Back pack with waterskin, one day's trail rations, bedroll, sack, and flint and steel. Three torches. Pouch with 10 sling stones.

Gold: 2d4 gp.

Campaign Information[edit]

Playing a Jade Empire Monk[edit]

Religion: Jade Empire Monks are more likely to worship spirits over gods, but if one were to worship a god it would be a lawful one.

Other Classes: Jade Empire Monks are very versatile, witch means a good party class. Your Rogue busy picking locks and pockets? The monk can switch to Legendary Strike style and assist the Fighter in flanking. The Fighter too busy shielding the Cleric to shield the Wizard? The monk can switch to Wise Dragon style and get those nasty goblins of the Wizards back. Your scout out of the count for a while? Switch to Stealthy Serpent style to get the information, and then Quick Hare style to quickly relay it to the rest of the party. The Jade Empire Monk truly challenges the Bard in means of who has more versatility.

Combat: Depending on the styles chosen, the JE Monk's role can be "pound on bad guys," "flank bad guys," "scout," or even "aid wizard with fire balling bad guys." But usually they just pound on the bad guys in three different ways at once.

Advancement: DO NOT ADVANCE IN OTHER CLASSES! The Jade Empire Monk requires the utmost dedication and devotion. The moment one becomes a little too interested in another path, further meditation as a Jade Empire Monk is unachievable. This doesn't mean, how ever, that the abilities they learned is no longer available, just more levels in the class.

Jade Empire Monks in the World[edit]

Each match teaches me something new, even if only a new spot to nurse a bruise.
—Jong Woo, Human Jade Empire Monk

The Jade Empire Monks versatility means members of the class could be anywhere their many talents are needed. At a monastery teaching new monks, aiding a group of do-gooders slay a vile monster, hunting down thieves or assassins. Maybe even preforming in the streets for a few extra coin.

Daily Life: Wu awoke early as always before the first cracks of dawn could make way over the mountain tops. She sat there in a trance, meditating on the new day coming to life and the sun rising above the horizon. As the rest of the party awoke, Wu decided now would be a good time to clean up camp. She swept together her things, hefted on her pack, and then jogged out into the morning fog. She came across a bog, and noticed a foul smell. Upon further investigation she found blood mixed in the water and poorly crafted Orc arrows sticking out of the mud. judging by the slant they are at, she thought to herself, the Orcs were firing from the east! She glanced around once more before heading east ward, seeming to bound like a hare running from a hawk. As she drew near a forest, she heard the crud tongue of the Orcs. She didn't understand them, but saw a poor girl with an arrow sticking out of her shoulder. She was gaged, beaten, and bound by rope to a tree. There were only 3 Orcs, but they all looked stronger then your common Orc. Then Wu recognized their tattoos, the markings of the Darvainon Traders: pirates and thieves banded together to sell slaves, spices, and other goods of interest, no questions asked by either the "traders" or the consumer. Thanks to their infamous reputation, Wu decided this was a battle best handled with the rest of the group. She quietly headed back to camp until she was sure she was out of ear shot and then ran back to camp. Weird.... she thought. none of those Orcs had bows on them, so then where did the arrows come fr- An orcish arrow flew and landed in her pack, near her left shoulder. Her eyes opened wide as it dawned on her, the archer was still out and about. She fell both on her chest and to Stealthy Serpent style to further avoid detection. But it was no matter, as the Archer could be seen running back to the Orcish camp. Well, that is going to make things harder for us. She headed back to camp as soon as she could. By now Swiftfoot and Lighthammer were comparing kills. "Laddie," Lighthammer said, "Ye cin nae be killin' a dragoon wit jut a daggar ta thar back o thee nick! Ye be needin' eeder a swift sword ora 'eavy 'ammer!" Swiftfoot looked at the Dwarf funny. "Yeah, well twas a bit of small dragon! And a bit red too, twas." Valpinor closed his spell book and raised one of his long eyebrows. "You mean to say that it was a psudodragon? More of a magical rat and the playthings of wizards then an actual dragon?" The Elf laughed, "Kambe Perian." Swiftfoot glared at the wizard. "Watch your tongue ears, I've been around your arrogant kind long enough to know that means 'stupid halfling!' I can-" "Stop fighting all of you! There is a girl captured by Orcs out in the wilderness!" Wu proclaimed. "Aye? Ahn they be tough enough ta be makin' ya want 'elp? Sounds like some deedly Orcs ta mah!" Lighthammer stood up and mounted his celestial horse. "LETS BE GETTIN THEM BLOODY BASTARDS!!!" He shouted. "Wait," Wu stopped them. "One of their scouts saw me leave their camp, and has no doubt warned the others. By my count so far, we're dealing with 4 Darvainon Traders." Swiftfoot gulped. "Eh-heh, um.... wow." Valpinor looked at him with his brow raised. "Whats the matter Perian?" "Oh, its nothing! Its hust they want me dead, or alive. Either way the bounty is still 10,000 shinnies....." He smiled awkwardly. "You can tell us why later." Wu said, lading them towards the Orc camp. When they arrived the camp was deserted, but you could easily see they left in a hurry. "Blast! Looks like we gonna be cathin' up ta dem!" Too be continued....

Notables: Sun Li the Gloriest Strategist, brother to the Emperor and Master of the martial arts school of Two Rivers.

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->.

Jade Empire Monk 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->.

Jade Empire Monk's in the Game[edit]

<-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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