Difference between revisions of "Quack-Fu Monk (Apath)"

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{{Apath}}
 
{{Apath}}
''Quack-Fu is a mishmash martial arts style popular with the shibaten duck-folk and few others. It lacks the discipline of more formal styles, relying instead on wild motion, sudden aggressive attacks, and improvisation.
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''Quack-Fu is a mishmash martial arts style popular with the shibaten duck-folk and a few halflings. It lacks the discipline of more formal styles, relying instead on wild motion, sudden aggressive attacks, and improvisation.
 
The quack-fu monk is a martial artist of the [[Martial_Arts_(Apath)#Way_of_Life|way of life]].
 
The quack-fu monk is a martial artist of the [[Martial_Arts_(Apath)#Way_of_Life|way of life]].
  

Revision as of 20:47, 2 May 2017

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Unofficial rules compendium

Quack-Fu is a mishmash martial arts style popular with the shibaten duck-folk and a few halflings. It lacks the discipline of more formal styles, relying instead on wild motion, sudden aggressive attacks, and improvisation. The quack-fu monk is a martial artist of the way of life.

Class Information

This is a martial arts archetype

Publisher: Purple Duck Games.

Class: Monk.

Hit Die: d8 (d10 for unchained monk).

Class Features

The quack-fu monk has all the monks class features, except as follows.

Way of Life Armor Class Bonus (Ex)

When unarmored and unencumbered, the quack-fu monk adds her Charisma bonus (if any) as a dodge bonus to her Armor Class and Combat Maneuver Defense. This bonus increases by 1 at level four and for every four quack-fu monk levels thereafter, up to a maximum of +5 at 20th level.

She loses these bonuses when she loses her Dexterity bonus to Armor Class, 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.

The quack-fu monk can substitute Charisma for Wisdom for the prerequisites of style feats.

This is a modification to the monk's armor class bonus class feature and makes the quack-fu monk a practitioner of Way of Life martial arts (See Unarmored and Dangerous by Purple Duck Games).

Aggressive Stance (Ex)

An quack-fu monk of 3rd level or higher counts as one size category larger (up to Medium size), but only to determine what size creatures he can use combat maneuvers against. At level 9 this ability improves, counting as two size categories larger (up to Large size). At level 15 it improves again, counting as three size categories larger (up to huge size). Aggressive stance stacks with other similar abilities, such as the In Your Face feat. This ability replaces Still Mind.

Style Strike (Ex)

Add the following to the quack-fu monk's style strike options. This move comes from sumo.

  • Grabbing Slap: The sumotori slaps and grabs an opponent in one move. If the attack hits, the sumotori can make a free grapple check to start, escape, or maintain a grapple (using the base attack bonus of the attack used to hit the foe). A grabbing slap does damage as an unarmed strike, it does not deal grapple damage. The sumotori must attack with a fist to use this style strike.

Table: Quack-fu Monk

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Unarmed
Damage
AC
Bonus
Fast
Movement
1st +1 +2 +2 +0 Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike 1d6 +0 +0 ft.
2nd +2 +3 +3 +0 Bonus feat, evasion 1d6 +0 +0 ft.
3rd +3 +3 +3 +1 Aggressive stance (Medium), fast movement, ki pool, ki strike (magic) 1d6 +0 +10 ft.
4th +4 +4 +4 +1 Ki power, stunning fist (fatigued), uncanny dodge 1d8 +1 +10 ft.
5th +5 +4 +4 +1 Purity of body, style strike (1/round) 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +2 Bonus feat, ki power 1d8 +1 +20 ft.
7th +7/+2 +5 +5 +2 Ki strike (cold iron/silver) 1d8 +1 +20 ft.
8th +8/+3 +6 +6 +2 Ki power, stunning fist (sickened) 1d10 +2 +20 ft.
9th +9/+4 +6 +6 +3 Aggressive stance (Large), improved evasion, style strike 1d10 +2 +30 ft.
10th +10/+5 +7 +7 +3 Bonus feat, ki power, ki strike (lawful) 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +7 +3 Flurry of blows (bonus attack) 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +8 +4 Ki power, stunning fist (staggered) 2d6 +3 +40 ft.
13th +13/+8/+3 +8 +8 +4 Style strike, tongue of the sun and moon 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +9 +4 Bonus feat, ki power 2d6 +3 +40 ft.
15th +15/+10/+5 +9 +9 +5 Aggressive stance (Huge), style strike (2/round) 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +10 +5 ki power, ki strike (adamantine) , stunning fist (blind or deaf) 2d8 +4 +50 ft.
17th +17/+12/+7/+2 +10 +10 +5 Style strike, timeless body 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, Ki power 2d8 +4 +60 ft.
19th +19/+14/+9/+4 +11 +11 +6 Flawless mind 2d8 +4 +60 ft.
20th +20/+15/+10/+5 +12 +12 +6 Ki power, perfect self, stunning fist (paralyzed) 2d10 +5 +60 ft.

Summary of Changed Class Abilities

These class features are lost or modified in this archetype:

  • AC Bonus
  • Still Mind (lvl 3)
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