Custom Pathfinder Archetype: Mistweaver Monk

Mistweaver (monk archetype)


I really loved the idea of the mistweaver, as I was fascinated by the idea of a fast healing channel. It has fewer increments than normal channeling, but they have the same numbers – however, mistweavers handle sustained damage over time better than clerics, while clerics handle burst better.

Alignment: Any lawful.

Hit die: d8.

Skill points: 4+int.

Class skills: Acrobatics, Climb, Craft, Escape artist, Intimidate, Knowledge (history, religion), Perception, Perform, Profession, Ride, Sense motive, Stealth, Swim.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
AC bonus
Movement Bonus
Unarmed damage
1
0
2
2
2
Mistweaving, Unarmed strike, Soothing mist +1, stunning fist
0
+0 ft.
1d4
2
1
3
3
3
Bonus feat, Evasion
0
+0 ft.
1d4
3
2
3
3
3
Fast Movement, Soothing mist +2, Still Mind, maneuver training
0
+0 ft.
1d4
4
3
4
4
4
Ki pool (magic), slow fall 20 ft.
1
+0 ft.
1d6
5
3
4
4
4
Soothing mist +3, Purity of body, High jump
1
+10 ft.
1d6
6
4
5
5
5
Bonus feat, Slow fall 30 ft.
1
+10 ft.
1d6
7
5
5
5
5
Ki pool (cold iron/silver), Soothing mist +4
1
+10 ft.
1d6
8
6/1
6
6
6
Slow fall 40 ft.
2
+10 ft.
1d8
9
6/1
6
6
6
Improved evasion, Soothing mist +5
2
+10 ft.
1d8
10
7/2
7
7
7
Bonus feat, Ki pool (lawful), Slow fall 50 ft.
2
+20 ft.
1d8
11
8/3
7
7
7
Diamond body, Soothing mist +6
2
+20 ft.
1d8
12
9/4
8
8
8
Abundant step, Slow fall 60 ft.
3
+20 ft.
1d10
13
9/4
8
8
8
Diamond soul, Soothing mist +7
3
+20 ft.
1d10
14
10/5
9
9
9
Bonus feat, Slow fall 70 ft.
3
+20 ft.
1d10
15
11/6/1
9
9
9
Soothing mist +8
3
+30 ft.
1d10
16
12/7/2
10
10
10
Ki pool (adamantine), slow fall 80 ft.
4
+30 ft.
2d6
17
13/8/3
10
10
10
Timeless body, tongue of the sun and moon, Soothing mist +9
4
+30 ft.
2d6
18
13/8/3
11
11
11
Bonus feat, slow fall 90 ft.
4
+30 ft.
2d6
19
14/8/4
11
11
11
Empty body, Soothing mist +10
4
+30 ft.
2d6
20
15/10/5
12
12
12
Perfect self, slow fall any distance
5
+40 ft.
2d8

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

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

Mistweaving: A mistweaver monk uses the soothing mists of the world to cast spells. They acquire a number of spells equal to those of the magus. Mistweavers are prepared spellcasters that prepare their spells at the beginning of each day through 1 hour of uninterrupted meditation. As Mistweavers are divine casters, they are able to prepare any spell available to them on the mistweaver spell list, as long as they have a wisdom score of at least 10 + the spell level. Mistweaver spells have a difficulty class (DC) of 10 + the spell level + the mistweaver’s wisdom modifier. They gain the same number of spells per day as a shaman, without the bonus spells.

This replaces flurry of blows, and the bonus feat at 14th level.

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

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both 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 monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table on the paizo website, linked above.

Soothing mist (Su): As a standard action, the mistweaver monk can channel their mistweaving energies to heal their allies, giving those within a 30 ft. radius fast healing 1 for 1d6 rounds. This fast healing increases by 1 for every two levels the mistweaver has after first. This counts as positive energy. This can be used a number of times per day equal to 1 + their wisdom modifier.


This ability replaces wholeness of body, the bonus feat at first and 6th level, and quivering palm.

Bonus Feat: At 2nd, 10th, 14th, and 18th level, the monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 10th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility, Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. 

At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki pool: At 4th level, the mistweaver gains access to a special ki pool that is different from normal monks, but from their attunement to the mists. The mistweaver’s ki pool changes when they focus on the mists, giving them new abilities. They gain a number of ki points per day equal to ½ their level + their wisdom modifier. Unless stated otherwise, using ki is a swift action.

Rising sun kick: By spending 2 ki points, the monk can deal maximized unarmed damage on one standard attack. In addition, this strike increases the d6 roll of renewing mist by 1 (no effect on rolls 3 and above, and is still consumed) In addition, this causes the next thunder focus to cause no ki if used within a number of rounds equal to the mistweaver’s wisdom modifier.

Vivify: By spending 1 ki point, they can duplicate a spell healing hit point damage at 50% effectiveness on 1 adjacent ally, but take a -2 penalty to their caster level. At 10th level, this increases to 2 allies. At 15th level, this increases to 3 allies. At 20th level, this increases to all adjacent allies.

Diffuse magic: By spending 1 ki point, the next spell targeting an ally grants them 11+CL spell resistance for one round, equal to their caster level plus their wisdom modifier.

Enveloping mists: By spending 1 ki point, the monk’s soothing mist ability increases its fast healing by 1.

Life cocoon: Using 2 ki points, the monk focuses their mistweaving energies on target within 30 ft., giving them temporary hit points equal to twice their monk level plus their wisdom modifier.

Extra attack: By using a ki point, they can use an extra attack as part of a full attack (highest BAB)
Insightful mind: By using a ki point, they can increase their insight AC by 4 for 1 round.

Quickstep: By using a ki point, they can increase their movement speed by 30 ft. for 1 round.
Renewing mists: If the monk has at least 1 ki point, their healing spells, if they heal above maximum health, move to a random injured ally and heal them for the remaining amount. This can only jump once.

Thunder focus: By spending 1 ki point as a move action, the monk empowers their next ability as a move action.
                Spell healing hit point damage: Increase caster level by 2.
                Spell causing hit point damage: increased effectiveness by 2 levels (even above maximum)
                Spell causing negative effect other than hit point damage: DC increased by 1.
                Spell causing a positive effect without healing hit point damage: Increase caster level by 2.
                Life cocoon: The monk’s wisdom modifier is added to the healing.
                Soothing mist: increases duration by 1 round.
                Renewing mist: increases number of potential jumps by 1 for 1 minute.
                Vivify: Increases the number of allies healed by 1. At level 20, the effectiveness is 100%.

This ability modifies the monk’s ki pool ability, and reduces scaling on movement and unarmed damage.

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

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

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

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

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

Mistweaver feats

Focused Mist: The monk can focus soothing mist on one target, healing for their level as fast healing on one target for 1d6 rounds. They can switch targets as a move action.

Feats improving channel numbers per day and other channel feats apply to soothing mist, except smite.

Mistweaver spell list

0th LEVEL 

Create water
Detect magic
Detect poison
Enhanced diplomacy
Flare
Guidance
Know direction
Light
Mending
Purify food and drink
Read magic
Resistance
Stabilize
Virtue

1st LEVEL 

Abundant ammunition
air bubble
Alter winds
ant haul
abstemiousness
Aspect of the falcon
aspect of the nightingale
bane
bless
blessed fist
blessing of the watch
burning disarm
Calm animals
carrion compass
cause fear
celestial healing
command
compel hostility
comprehend languages
cultural adaptation
cure light wounds
curse water
dancing lantern
deadeye’s lore
deathwatch
detect chaos/evil/good/law
detect charm
detect plants
detect the faithful
detect undead
divine favor
diagnose disease
doom
endure elements
enhance water
Entangle
entropic shield
fairness
Feather step
firebelly
forbid action
guardian armor
hairline fractures
haze of dreams
hedging weapons
hidden diplomacy
hide from undead
ice armor
infernal healing
inflict light wounds
ironbeard
Jump
karmic blessing
know the enemy
lighten object
Magic fang
magic stone
magic weapon
marid’s mastery
mighty fist of the earth
moment of greatness
Monkey fish
murderous command
Nauseating dart
obscure poison
obscuring mist
Pass without trace
poisoned egg
protection from alignment
ray of sickening
read weather
recharge innate magic
reinforce armaments
remove sickness
restore corpse
rite of bodily purity
rite of centered mind
sanctify corpse
sanctuary
shadow trap
Speak with animals
stunning barrier
sun metal
swallow your fear
tap inner beauty
Thunderstomp
touch of blindness
touch of bloodletting
Touch of the sea
touch of truthtelling
tracking mark
unbreakable heart
Wave shield
weaponwand

2nd LEVEL 

Abeyance
aboleth’s lung
admonishing ray
aid
air step
align weapon and fist
alter summoned monster
amplify stench
ancestral communion
ancestral regression
Animal trance
animate dead (lesser)
ant haul (communal)
Arrow of law
augury
bear’s endurance
bestow weapon proficiency
blessing of courage and life
blessing of luck and resolve
blinding ray
bloodbath
blood blaze
boiling blood
book ward,
build trust
bull’s strength
burst of radiance
calm emotions
Cat’s grace
Certain grip
cloud of seasickness
compassionate ally
conditional favor
cure moderate wounds
curse terrain (lesser)
darkness
dark whispers
death candle
death knell
deathwine
Determine depth
defending bone
delay disease
delay pain
delay poison
detect magic (greater)
disfiguring touch
dread bolt
dress corpse
eagle’s splendor
endure elements (communal)
enemy’s heart
enthrall
Euphoric cloud
fear the sun
find traps
first world revisions
flickering lights
floatsam vessel
Fog cloud
Frost fall
Fury of the sun
gentle repose
ghostbane dirge
gird ally
grace
Greensight
groundswell
Gust of wind
heroic fortune
hold person
imbue with elemental might
inflict moderate wounds
instant weapon
instrument of agony
ironskin
know peerage
lay of the land
life pact
magic boulder
make whole
marching chant
martyr’s bargain
masterwork transformation
muffle sound
Natural rhythm
owl’s wisdom
path of glory
Pernicious poison
pilfering hand
Plant voice
Pox pustules
protection from alignment (communal)
protection from outsiders
protective penumbra
recentering drone
reinforce armaments (communal)
remove paralysis
resist energy
restoration (lesser)
returning weapon
sacred space
sense fear
sense madness
shackle
shatter
shield of fortification
shield other
shock arrow
Sickening entanglement
silence
snow shape
soothing word
sound burst
spell guage
Spider climb
spiritual weapon
staggering fall
status
stave off corruption
stone throwing
surmount affliction
tears to wine
touch of mercy
track ship
trail of the rose
tremor blast
twisted futures
undetectable alignment
visualization of the body
visualization of the mind
Fists of awe
Water walk
web shelter
whispering lore
zone of truth.

3rd LEVEL 

Accept affliction
Agonize
Agonizing rebuke
Aggravate affliction
Air breathing
Air walk
Animate dead
Appearance of life
Aristocrat’s Nightmare
Aura of inviolate ownership
Aura sight
Badger’s ferocity
Bestow curse
Blessing of the mole
Blessing of fervor
Bestow insight
Blindness/deafness
Blood biography
Blood scent
Blot
Celestial healing (greater)
Chain of perdition
Channel the gift
Channel vigor
Cheritable impulse
Cloak of winds
Contact entity II
Contagion
Continual flame
Control vermin
Control water
Create food and water
Cure serious wounds
Daybreak arrow
Daylight
Deadly juggernaut
Deeper darkness
Delay poison (communal)
Detect anxieties
Detect desires
Discovery torch
Dispel magic
Disrupt silence
Dismissal
Elemental speech
Enter image
False alibi
Feather step, mass
Final sacrifice
Find fault
Forceful strike
Fractions of heal and harm
Freedom of movement
Glimpse of truth
Glyph of warding
Guiding star
Helping hand
Hurricane blast
Hydraulic torrent
Hydrophobia
Ice spears
Infernal healing (greater)
Inflict serious wounds
Invisibility purge
Irregular size
Ki leech
Life shield
Locate object
Lover’s vengeance
Magic circle against align
Magic fang, greater
Magic vestment
Mantle of calm
Mark of obvious ethics
Meld into stone
Monstrous extremities
Nap stack
Neutralize poison
Obscure object
Paragon surge
Planar inquiry
Plant voice
Prayer
Protection from energy
Quench
Raging bubble
Remove blind/deaf
Remove curse
Remove disease
Resinous skin
Resist energy (communal)
Returning weapon (comm)
Riversight
Sacred bond
Sands of time
Screaming flames
Searing light
See beyond
Severed fate
Shadowmind
Share language (communal)
Shield of darkness
Sky swim
Speak with dead
Spellcurse
Spirit bonds
Spotlight
Stone shape
Stunning barrier (Greater)
Swarm of fangs
Symbol of exsanguination
Symbol of healing
Thunderstomp, greater
Transfer regeneration
Trial by fire
Trial by fire and acid
Unravel destiny
Voluminous vocabulary
Wall of split illumination
Water breathing
Water walk communal
Waters of maddening
Wind wall
Wrathful mandle

4th LEVEL 

Absolution
Abyssal vermin
Air walk communal
Ancestral gift
Anti-incorporeal shell
Aspect of the stag
atonement
Aura of doom
Battle trance
Blood crow strike
Bountiful banquet
Breath of life
Burst of glory
Burst with light
Calm air
Cleanse
Cloud shape
Conditional curse
Cure critical wounds
Cure light wounds mass
Curse of magic negation
Death ward
Debilitating portent
Dimensional anchor
Discern lies
Dispel alignment
Disrupting weapon
Divination
Divine power
Enchantment foil
False future
Firewalker’s meditation
Giant vermin
Gift of the deep
Globe of tranquil water
Guardian of faith
Hallucinogenic smoke
Healing warmth
Heavy water
Imbue with spell ability
Inflict critical wounds
Inflict light wounds mass
Instant restoration
Life bubble
Magic weapon greater
Majestic image
Make whole (greater)
Master’s escape
Moonstruck
Nature’s ravages
Order’s wrath
Path of glory greater
Persistent vigor
Pillar of life
Plague carrier
Planar adaptation
Planar ally lesser
Poison
Poisonous balm
Protection from energy (communal)
Quieting weapons
Rags to riches
Red hand of the killer
Repel vermin
Rest eternal
Restoration
Ride the waves
Rigor mortis
Scrying
Sending
Serenity
Shield of dawn
Shield of fort greater
Source severance
Soothe construct
Speak with haunt
Spellcrash lesser
Spell immunity
Spell resistance
Spiritual ally
Spit venom
stoneskin
Suppress primal magic
Symbol of revelation
Symbol of slowing
Terrible remorse
Tongues
Torpid reanimation
Touch of slumber
Transmute mud to rock
Transmute rock to mud
True seeing
True form
Umbral infusion
Undeath ward
Virulence
Wall of bone
Ward of the season
Ward shield
Warp metal

5th LEVEL 

Ancestral memory
Astral projection lesser
Ban corruption
Banishment
Bear’s endurance (mass)
Blood ties
Boneshatter
Break enchantment
Bull’s strength (mass)
Cat’s grace (mass)
Compelling rant
Command greater
Commune
Contact entity III
Contagion greater
Cure moderate wounds mass
Curse major
Curse of the outcast
Curse terrain greater
Darkvault
Dimensional fists
Dispel balance
Dispel magic greater
Eagle’s splendor (mass)
Enlightened step
Fickle winds
Find the path
Flame strike
Flexible curse
Forbid action greater
Geas/quest
Geniekind
Ghostbane dirge mass
Heroic fortune mass
Hymn of mercy
Inflict moderate wounds mass
Insect plague
Locate gate
Lighten object mass
Mark of justice
Owl’s wisdom mass
Plane shift
Planeslayer’s call (chaotic only)
Raise dead
Rapid repair
Reprobation
Siphon magic
Slay living
Slough
Smite abomination
Soulswitch
spellcrash
Spell immunity communal
Spellsteal
Stoneskin, communal
Symbol of pain
Symbol of scrying
Symbol of striking
Symbol of sleep
Tongues communal
Wall of blindness/deafness
Wall of stone
Wind walk
Whip of ants

6th LEVEL 

Age resistance, greater
Alleviate corruption
Animate objects
Antilife shell
Artificer’s curse
Control weather
Create undead
Creeping doom
Cure serious wounds mass
Destruction
Dictum
Dust form
Dust ward
Eaglesoul
Epidemic
Forbiddance
Glyph of warding greater
Harm
Heal
Heroes’ feast
Hymn for peace
Impart mind
Inflict serious wounds mass
Joyful rapture
Lunar veil
Mage’s decree
Oasis
Overwhelming poison
Plague storm
Plundered power
Resurrection
Restoration greater
Summon stampede
Scouring winds
Scrying greater
sunbeam
Symbol of distraction
Symbol of fear
Symbol of persuasion
Symbol of stunning
Symbol of weakness
Teleport
Undeath to death
Waves of exhaustion

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