Let’s add one more part to the Monk of the Healing way…

The Price of Healing, Greater-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal.  For each enemy healed in this way, you may heal an ally the same number of hit points is maximized and multiplied by 1.5.  The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points.  If no legal targets exist for this ability, it has no effect.

Daily Punch 7-15-13

Let’s add some more to the Monk of the Healing Way.  Im debating what levels thing are at, I plan to but them all out together thursday. 

The Price of Healing-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal.  For each enemy healed in this way, you may heal an ally the same number of hit points is maximized.  The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points.  If no legal targets exist for this ability, it has no effect.

Daily Punch 7-11-13

Lets work on the Monk of the Healing Way some more  now LEVEL 5!

Special Power-

The Price of Healing, lesser-When you use your channel divinity class feature, if you heal an enemy, roll the dice as normal.  For each enemy healed in this way, you may heal an ally the same number of hit points times 1.5.  The healed enemy must have been damaged during the battle, you may not benefit from this ability by healing an enemy who is at full hit points.  If no legal targets exist for this ability, it has no effect.

Daily Punch 7-9-13

Lets keep the Monk of the Healing Way going with its Level 3 power

 

The Empty Way to Peace-Monks of the Healing Way believe that weapons not only hurt the victim  but also the soul of those wielding them.  You gain the improved disarm feat.  In addition,you gain a +1 proficiency bonus to all disarm CMB attempts.  This increase every three levels of Monk of the Healing way.

Daily Punch 7-9-13

Lets keep rolling with my Monk of the Healing Way  Level 2!

 

Special Ability level 2

 

Flurry of Healing-As a full round action, a Monk of the Healing Way cast any spell with the healing descriptor.  She then casts the spell, but before resolving the effects, she may move as far as her movement speed.  This movement provokes attack of opportunity.  She may touch a number of allies equal to the number attacks granted by here flurry of blows class feature.  She may divide the amount of hit points healed by her spell among the allies touched in any way she chooses.

Daily Punch 7-8-13

I think for this week lets make a monk prestege class.  I love monks and clerics, will two good tastes go great together?

 

Monk on the Healing Way

Class Details

Hit Die: d8.

Requirements

To qualify to become a Monk of the Healing Way, a character must fulfill all the following criteria:

  • Skills: Knowledge (religion) 5 ranks, acrobatics 5 ranks, Diplomacy 5 ranks
  • Spells: Able to cast 2nd level divine spells.
  • Deity: Must have a patron deity with the healing domain.

Class Skills

The divine scion’s class skills (and the key ability for each skill) are acrobatics (Dex), climb (Str), Diplomacy (Cha),Heal (Wis), Knowledge (religion) (Int), Perception (Wis),Perform (Cha), Profession (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 3 + Int modifier.

Level Bonuses

Base Attack Bonus 3/4 Hit die

Fort 1/2 level + 1

Ref 1/2 Level + 1

Will 1/2 Level + 1

Level 1

Special

Cleric and Monk Abilities-A Monk of the Healing Way counts as a monk and a cleric for maintaining monk powers and cleric abilities.  Each level of Monk of the Healing way counts as an extra level of cleric for spell casting and channel energy and a monk for flurry of blows, unarmed damage, AC bonus, and fast movement.

Vow of Non-Violence-a Monk of the Healing Way has taken a vow to avoid violence through out his life.  He may never cast a spell from the necromancy school, must only do subdual damage to any living enemy, may never take part in an ambush, cannot attack before being attacked, must give aid to any creature asking for succor, and must attempt to pursue a peaceful resolution of any situation.  If at any time he breaks this vow, he loses all his cleric and monk class features including spell casting.  To regain these abilities, he must have an atonement spell cast upon him.

Daily Punch 7-4-13

Let’s round out the last of my Defender Classes in pathfinder with the fighter  I think a feat will start this off nicely….

Intimidating Glare-You stare down one enemy until he has no choice but fight you-You may target an enemy as a swift action with an intimidation check.  The DC of the check is equal to 10+CR of the monster.  If you succeed, the monster takes a -1 moral penalty to all attacks that do not target you.  For every five you beat the DC by, the moral penalty increase by one.  Monsters immune to fear and mind effects or mindless are immune to this ability.

 

Thoughts?

Daily Punch 7-2-13

How about some love for the ranger in Pathfinder?

 

Intelligent Guidance-Its not what you know or who you know, its what your friends know-As a swift action, you may make a monster knowledge check against one monster that is considered you favored enemy.  The base DC for the check is equal to 10+CR of the monster.  If you meet the DC, you may extend you favored enemy benefits to every ally in 30 feet for one round.  For every five you beat the DC by, you may extend your benefits for an additional round.  This check only works for one particular enemy.  You must make additional checks for each enemy of a particular type you fight in a particular encounter.

Daily Punch 7-1-13

Let’s do some catch up.  Lets add a bit more to the Swordmage magus


Magus Arcana:

Bound Blade (Su): The magus can spend 2 points from his arcane pool as a full round action. When he does so, he chooses one weapon with which he is proficient.  This blade is bound to the magus for 24 hours.  As a swift action, he can recall the bound blade to his hand.  This functions as greater teleport spell only targeting the weapon and with the destination of the wielders hand.  Also, while wielding the bound blade, the magus gains a +1 dodge bonus if wielding the blade one-handed or +2 dodge bonus if wielding the blade two-handed.