Ki Master, Variant (3.5e Class)

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Ki Master[edit]

A ki master is a mystic who has trained their spirit to manifest itself physically. Their inner ki may be projected into beams, bombs, shields, and weapons as needed.

Making a Ki Master[edit]

Ki Masters, like Mystics, are masters of unarmed combat. They trade some of their monk abilities for spell-like powers and ranged attacks. While they are not as restricted by alignment, they still possess a strong sense of duty and training to maintain their bodies in prime form.

Abilities: Strength and Constitution are important to any melee class. However their Dexterity and Wisdom both help improve their defenses which may be lacking due to the lack of armor. Wisdom also helps their primary abilities, bonus ki pool points, and the DCs of certain ki skills. Intelligence and Charisma are often lacking as they improve their other abilities.

Races: Any race willing to become a monk can become a ki master. The base train of thought is the same, the execution is merely different.

Alignment: Any.

Starting Gold: 2d4×10 gp (50 gp).

Starting Age: Complex.

Table: The Ki Master

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Ki Pool Unarmed Damage AC Bonus Unarmored Speed Bonus
Fort Ref Will
1st +0 +0 +2 +0 Unarmed Strike, Aura 1d6 +0 +0 ft.
2nd +1 +0 +3 +0 Evasion, Least Ki Skill 8 1d6 +0 +0 ft.
3rd +2 +1 +3 +1 Spiritual Awareness 12 1d6 +0 +10 ft.
4th +3 +1 +4 +1 Ki Strike (Magic), Least Ki Skill 16 1d8 +0 +10 ft.
5th +3 +1 +4 +1 Spiritual Pressure 20 1d8 +1 +10 ft.
6th +4 +2 +5 +2 Lesser Ki Skill 24 1d8 +1 +20 ft.
7th +5 +2 +5 +2 Detect Power Level 28 1d8 +1 +20 ft.
8th +6/+1 +2 +6 +2 Ki Strike (Aligned), Lesser Ki Skill 32 1d10 +1 +20 ft.
9th +6/+1 +3 +6 +3 Improved Evasion 36 1d10 +1 +30 ft.
10th +7/+2 +3 +7 +3 Lesser Ki Skill 40 1d10 +2 +30 ft.
11th +8/+3 +3 +7 +3 Intimidating Aura +1 44 1d10 +2 +30 ft.
12th +9/+4 +4 +8 +4 Greater Ki Skill 48 2d6 +2 +40 ft.
13th +9/+4 +4 +8 +4 Intimidating Aura +2 52 2d6 +2 +40 ft.
14th +10/+5 +4 +9 +4 Greater Ki Skill 56 2d6 +2 +40 ft.
15th +11/+6/+1 +5 +9 +5 Intimidating Aura +3 60 2d6 +3 +50 ft.
16th +12/+7/+2 +5 +10 +5 Ki Strike (Adamantine), Master Ki Skill 64 2d8 +3 +50 ft.
17th +12/+7/+2 +5 +10 +5 Intimidating Aura +4, Timeless Body 68 2d8 +3 +50 ft.
18th +13/+8/+3 +6 +11 +6 Master Ki Skill 72 2d8 +3 +60 ft.
19th +14/+9/+4 +6 +11 +6 Intimidating Aura +5 76 2d8 +3 +60 ft.
20th +15/+10/+5 +6 +12 +6 Master Ki Skill, Flash Step, Perfect Self 80 2d10 +4 +60 ft.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and 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 gauntlets, and quarterstaff.

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 and ki skill abilities.

AC Bonus (Ex): When unarmored and unencumbered, the ki master adds her Wisdom bonus (if any) to her AC. In addition, a ki master gains a +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).

These bonuses to AC apply even against touch attacks or when the ki master is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

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 Ki Master. The unarmed damage on Table: The Ki Master 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.

Evasion (Ex): At 2nd 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 Pool: A ki master stores a battery of ki inside of themselves for use in combat. Ki points are consumed by use of various ki skills. Wis is the primary ability to determine bonus ki points. Treat ki points as psionic power points for determining bonus ki points per day.

Refreshing your ki pool requires 8 hours rest and 15 minutes meditation.

Ki Skill: A ki master has learned to channel their inner ki to produce quasi-magical effects, ranging from bolts, explosions, shields, and more. At 2nd level and every two levels beyond, the ki master may choose to add a ki skill to their known abilities. Ki skills consume points from the ki pool, seen on Table: The Ki Master. Originally you may only choose Least Ki Skills.

At level 6 and beyond a ki master may choose from a Lesser or Least Ki Skill. At level 12 and beyond, they may choose from a Greater, Lesser, or Least Ki Skill. Finally at level 16 and beyond they may choose from a Master, Greater, Lesser, or Least Ki Skill.

Upon reaching 6th level, 12th level, and at every four ki master levels after that (16th, 20th, and so on), a ki master can choose to learn a new ki skill in place of one he already knows. In effect, the ki master "loses" the old ki skill in exchange for the new one. The new skill’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level ki skill the ki master can use (so a 16th level ki master can swap out for a Least or Lesser, but not a Greater ki skill). A ki master may swap only a single skill at any given level, and must choose whether or not to swap the skill at the same time that he gains a new skill known for the level.

Flurry of Blows (Least) (Ex): By spending 2 ki points you can perform a Flurry of Blows similar to a monk of your ki master level for that round.

Ki Bolt (Least) (Sp): By spending 1 ki point per 1d4 of damage, you can make a ranged touch attack as a standard action against one target within Medium (100 ft. + 10 ft/level) range, dealing typeless magic damage. You may spend up to your ki master level in points in a single attack. For example, a 15th level ki master can fire a 15d4 bolt costing 15 ki points. No save, but spell resistance applies.

Focused Mind (Least) (Ex): By spending 1 or more ki points you can receive a competence bonus to a skill check as a free action. You spend 1 per point per +1 bonus, up to half your ki master level.

Power Punch (Least) (Su): By spending 2 ki points you can add an additional 1d6 typeless magic damage to your unarmed attacks. At level 11 it becomes 2d6 damage. Adding the additional effect is a swift action.

Ki Brace (Least) (Su): By spending 1 or more ki points you can receive a resistance bonus to a single save for 1 round as a immediate action. For every 1 ki point spent you can apply a +1 bonus/every five ki master levels (5th, 10th, 15th, and max +5 at 20th level for the cost of 5 ki points).

Feather Fall (Least) (Sp): By spending 2 ki points, you can mimic the effects of a Feather Fall spell, with a caster level equal to your ki master level.

Enhance Body (Least) (Sp): By spending 4 ki points, you can mimic the effects of any of the 2nd level ability enhancement spell such as Bull's Strength or Owl's Wisdom, with a caster level equal to your ki master level. You can only have one such effect active at a time. If you boost your Str by 4, you will loose the previous +4 Cha you had just applied.

Ki Bomb (Lesser) (Sp): By Spending 3 ki points, area effect untyped damage. Reflex save half, SR yes, DC is Wisdom based. Like Fireball with Ki Master CL as the Caster level. Max of 15d6.

Flight (Lesser) (Su): By Spending 3 ki points, gain a fly speed as per spell.

Afterimage (Lesser) (Su): By spending 4 ki points, close range (25 ft + 5 ft/KML) dimension door and leave behind a major image.

Sight Without Sight (Lesser) (Ex): By spending 3 ki points, gain blindsense 30 ft for 1 min/KML.

Ki Shield (Lesser) (Su): By spending 3 ki points, gain a shield bonus of +5 to AC when moinving and +10 when you do not move for 1 min/KML.

Suppress Aura (Lesser) (Ex): By spending 2 ki points, as per Nondetection.

Multiform (Lesser) (Ex): By spending 4 ki points, as per Mirror Image, with higher potential (50% real, roll d% to check effectiveness of the multiforms).

Ki Beam (Greater) (Sp): By spending 4 ki points, line(60 ft) or cone(30 ft) of ki, at your choosing dealing 6d8. May Bull Rush, Fortitude negates. Reflex save half, SR yes, DC is Wisdom based.

Ki Swarm (Greater) (Sp): By spending 4 ki points, multiple Ki Bolts as Magic Missile except 1d8+1. Ranged touch, no save, SR yes. Ki Master CL as caster level.

Battle Mind (Greater) (Su): By spending 5 ki points, combat bonuses as Divine Power. Ki Master CL as caster level.

Flash Step (Greater) (Su): By spending 3 ki points Dimension Door as a move action. Ki Master CL as caster level.

Healing Spirit (Greater) (Su): By spending 4 ki points, as Cure Critical Wounds. Ki Master CL as caster level.

Kaioken (Greater) (Su): By spending 4 ki point, Maximize damage output for 1 round/4 levels of Ki Master attained. (Max of 5 rounds at 20th level).

Ki Punch (Master) (Su): By spending 4 ki points, deliver an unarmed melee strike after a charge attack that could possibly send an opponent reeling back 15 ft. For every round spent concentating before this attack gain a +2 bonus to damage (max of +8 to damage including the standard +2 for a charge attack) , Fort save negates push back, no SR, DC is Wisdom based. Ki Master CL as caster level.

Instant Transmission (Master) (Su): By spending 5 ki points, teleport as swift action, can be broken up into short range teleport uses up to the maximum distance traveled.

Vorpal Energy (Master) (Sp): By spending 7 ki points, save-vs-death. Fortitude save negates, SR yes, DC is Wisdom based. Ki Master CL as caster level. This is a 7th level death effect.

Spirit Bomb (Master) (Sp): By spending 6 ki points, after 5 rounds of concentration you unleash a massive explosion of ki energy dealing 12d12 points of damage in a 50 ft burst centered around the Ki Master . Reflex save half, SR yes, DC is Wisdom based. Ki Master CL as caster level.

Supercharge (Master) (Su): By spending 6 ki points, gain + 15 to all physical ability scores (Strenght, Dexterity, Constitution) for 1d6 +1/5 levels of Ki Master to a max of 1d6+4 at 20th level. Leaves you exhausted afterward.

Mudada! (Master) (Ex): By spending 8 ki points, So many punches( as per baseattack), that you don't miss and treated as a single attack for DR. Treat similar to magic missile simply to determine the mass amount of damage done. Physical damage, no save, no SR.

Fast Movement (Ex): At 3rd level, a ki master gains an enhancement bonus to her speed, as shown on Table: The Ki Master. A ki master in armor or carrying a medium or heavy load loses this extra speed.

Spiritual Awareness (Su): At 3rd level, a ki master becomes in tune with the flow of ki. It gives her the ability to search out the energy of others, and effectively grants +2 on Spot and Listen checks to locate a living creature. It does not function on undead or constructs.

Ki Strike (Su): At 4th level, a ki master’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction and striking incorporeal enemies. Ki strike improves with the character’s ki master level. At 10th level, her unarmed attacks are also treated as weapons aligned to her character's alignment for the purpose of dealing damage to creatures with damage reduction. So a Lawful Good ki master deals damage as if their weapons were both lawful and good. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Spiritual Pressure (Su): At 5th level, a ki master can flare up their ki in a visible and fierce aura about them. It grants the ki master the ability to intimidate multiple foes within 30 ft. of the ki master.

Detect Power Level (Sp): At 7th level the ki master gains the ability to use Detect Power Level at will.

Improved Evasion (Ex): At 9th level, a ki master’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 ki master does not gain the benefit of improved evasion.

Intimidating Aura (Ex): At 11th level the ki master's spiritual presence is so great that it proves to be quite disturbing. When employing her spiritual presence, the ki master gets a bonus to the intimidate check, starting at +1 and going up one every two levels to +5 at 19th.

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.

Flash Step (Su): At 20th level, a ki master can slip magically between spaces, as if using the spell dimension door, every 1d4 rounds. Her caster level for this effect is one-half her ki master level (rounded down).

Perfect Self: At 20th level, a ki master becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the ki master’s creature type was) for the purpose of spells and magical effects. Additionally, the ki master gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the ki master can still be brought back from the dead as if she were a member of her previous creature type.

Epic Ki Masters[edit]

Table: The Epic Ki Master

Hit Die: d8

Level Special
24th Master Ki Skill
28th Master Ki Skill

2 + Int modifier skill points per level.



Bonus Feats: The epic Ki Master gains a bonus feat (selected from the list of epic Ki Master bonus feats) every levels after 20th.

Epic Ki Master Bonus Feat List: .

Campaign Information[edit]

Playing a Ki Master[edit]

Religion: As Ki Masters are focused on their inner ki, religion is not often a major part of their lives. That is not to say they discount it, and many a ki master is also a cleric, but their focus requires a more universal, environmental form of thought more in tune with that of the druid.

Other Classes: As other classes can hardly tell the difference between a ki master and a monk, there is little to no chances in behavior.

Combat: While the Ki Master only has a d8 for HD, they still throw themselves into combat, usually after softening the enemy up with a few ki blasts.

Advancement: Monk classes are good for the Ki Master as well. Classes which advance psionic or spellcasting growth (as long as it does not specify arcane or divine) function to advance the ki pool of the Ki Master (but not new abilities known).

Ki Masters in the World[edit]

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 occational 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 can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
10 Ki Masters are some kind of monk, right? I think they use their ki to do things other than stun and use strange powers.
15 Ki Masters can shoot bolts of spiritual energy and fly or teleport by using ki.
20 Ki Masters have a pool of ki they draw from in a manner similar to a psionist..
30 .

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