Sage Monk (3.5e Class)
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Making a Sage Monk
Starting Gold: ×10 gp ( gp).
Starting Age: .
|Saving Throws||Special||Ki Points|
|20th||+20/15/10/5||+12||+12||+6||Elemental Mantra Master||80|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
. All of the following are class features of the .
Weapon and Armor Proficiency: .
Iron Hands: The SM has trained their limbs to the point of lethality. the Sage Monk's unarmed attacks now do a base damage of 2d6 and no longer provoke attacks of opportunity. they may also freely choose between doing lethal and non-lethal damage with no penalty
Mantra Apprentice: The Sm unlocks their first mantra. mantras come in 6 types (Fire, Ice, Lightning, Earth, Light, Dark) each with 3 different effects: an enhancement, a shield, and a projectile (which may be fired as a movement or standard action). Each one goes as follows:
Fire: enhancement:+2 Strength +2 Dexterity, shield: a shield of flames (raises touch ac by 3) which create smoke in the area causing any projectiles shot at the monk to have a 25% chance to miss even when they otherwise would not (caps at 60%) also any time the Sage Monk is damaged by physical means the attacker takes 1d3 fire damage, projectile: and a fire ball with a 5 foot aoe that does 1d6 damage it is considered a touch attack with a range of 20ft (costs 1 ki) (reflex for half damage)
Ice: enhancement:+2 Strength +1 Wisdom, shield: a breastplate of ice forms around the sage monk raising their ac by 4 and allowing them to ignore 1 melee attack of damage after taking the damage the armor is broken and when the armor is damaged it immediately explodes into razor-sharp shards dealing 2d4 ice damage in a 5ft radius around them (maintaining the armor takes 1 ki per turn and rebuilding the armor after it has been destroyed for the first time that day takes an additional 1+ number of times it has been broken that day ki), projectile: and an ice shot which does 1d3 damage and has a 50% of reducing the target's movement speed by half for 1d3 turns (1 ki to use) (reflex for half damage and fortitude to negate slow)
Lightning: enhancement:+2 Wisdom +20ft movement speed, shield: a cloak of lightning appears around the Sage Monk increasing the range of their melee attacks by 5ft and adding an additional 1d2 damage to any successful melee strike, projectile: and a lightning blast which does 1d4 damage and ignores up to 10 points of damage resistance (reflex for half) (costs 1 ki)
Earth: enhancement:+3 Strength +1 ac, shield: the Sage Monk's movement speed is halved but they gain dr5/- and cannot be moved or knocked over without passing a DC15 strength check, projectile: They gain the ability to fire an earth spike from under the ground doing 1d8 damage that also pushes the opponent back by 1d4 squares the range of this attack is 15ft (reflex for half strength to not be moved) (requires 1 ki)
Light: enhancement:+2 Wisdom +5 temporary health on activation, shield: The Sage Monk gains a healing cloak that heals them for 1d3 health each turn and heals any nearby (within 20ft) allies by 1d3 as well or it can harm nearby undead (only active during battle), projectile: They gain the ability to fire a holy shot doing 1d3 positive energy damage (which can be used for healing) in a 10ft aoe (will for half) (costs 1 ki)
Dark: enhancement:+2 Wisdom +1 Strength, shield: The Sage Monk emits a ring of negative energy dealing 1d4 negative energy to anything in the 10ft area (Sage Monk excluded), projectile: they gain the ability to fire a blast of pure negative energy dealing 1d12 negative energy in a 40ft straight line in front of them however the Sage Monk takes 1/4th of this damage as well (reflex for half) (costs 1 ki)
All checks made to mitigate effects are opposed against the Sage Monk.
The Sage Monk gets to choose which one they want first and must unlock the others later.
Mantra Novice: The SM can now select a second mantra switching between mantras takes a free action. also their projectiles gain 50% more damage
Mantra Adept: The SM can now select a third mantra. their shielding effects are now 50% stronger and now they have a permanent dr10 against whatever damage type matches their active mantra
Focused Mind: The SM now may double the effects of their mantra (additive) at the cost of 6 ki for activation (standard or movement action) and 2 ki per turn until deactivated (free action)
Mantra Expert: The SM may select a fourth mantra. the effects of their shielding and projectiles are increased by an additional 50% (for a total of 100%)
Mantra Master: The SM may select a fifth mantra. the eddects of their enhancements are doubled
Epic Sage Monk
+ Int modifier skill points per level.
Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.
Epic Bonus Feat List: .
Sage Monk Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: .
Playing a Sage Monk
Other Classes: .
Sage Monks in the World
Daily Life: .
NPC Reactions: .
Sage Monk Lore
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.
Sage Monks in the Game
Sample Encounter: .
EL : .