Monk, Tetori

Tetori

Tetori.jpg

Unarmed and unarmored, martial artists are often described as free-flowing combatants, with an agility to their step and fluidity in every motion. They are quick and precise in their strikes, synchronous between their body and mind, and capable of slipping out from grasp or sight of even the strongest and most eagle-eyed opponents. Even the most disciplined warrior becomes flustered at the seemingly impossible task of pinning down a monk.

Impossible, of course, unless the monk wants to be caught.

Enter the tetori. Rather than outpacing his opponent with fleet footwork, this unusual brand of monk chooses instead to latch onto them with an iron grip, sacrificing mobility for the ability to cripple or even disable his enemies entirely. His fighting style is that of the majestic wrestler—a warrior with a dizzying array of grabs, holds, and locks with which to bewilder and incapacitate his foes. None can keep him down; for everyone else, the inverse most unfortunately does not hold true. With his hands alone, the tetori can bring the largest, strongest, and most magically potent of beings to say "uncle."

Special Note: The tetori is a Pathinder monk variant that has been converted for use in 3.5e and adjusted for the Black Marches houserules.

Role: The tetori is first and foremost a disabler. While he gives up several features of the monk class that give utility, he gains extraordinary mastery over not just his own body, but those of others. Every punch can turn into a wrestling handhold and creatures who try to grapple a tetori generally wind up face-down in the dirt, the smiling monk sitting on their back. At higher levels, the tetori gains the ability to ignore such feeble forces as magic and the supernatural through sheer force of will. He can bypass effects like freedom of movement (traditionally a grappler's bane), trap shapeshifters in their natural form, and even strangle ghosts with his bare hands. However, though he is more than capable of brutalizing one, or even several, opponents through grapples at a time, the tetori must be sure he can withstand the ire of their allies while doing so.

Alignment: Any

Hit Die: d8

Class Skills

The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Monk, Tetori

Level Base Attack Bonus Fort Save Reflex Save Will Save Class Features Unarmed Damage (Medium) AC Bonus Bonus Speed
1st +1 +2 +2 +2 AC Bonus, Improved Grapple, Stunning Fist, Unarmed Strike 1d6 +0 +0
2nd +2 +3 +3 +3 Evasion, Stunning Pin 1d6 +0 +0
3rd +3 +3 +3 +3 Fast Movement, Maneuver Training, Still Mind 1d6 +0 +10
4th +4 +4 +4 +4 Ki pool (magic), Counter-Grapple 1d8 +0 +10
5th +5 +4 +4 +4 Break Free, Purity of Body 1d8 +1 +10
6th +6/+1 +5 +5 +5 Greater Grapple 1d8 +1 +20
7th +7/+2 +5 +5 +5 Wholeness of Body 1d8 +1 +20
8th +8/+3 +6 +6 +6 1d10 +1 +20
9th +9/+4 +6 +6 +6 Improved Evasion, Inescapable Grasp 1d10 +1 +30
10th +10/+5 +7 +7 +7 Ki pool (lawful), Pinning Knockout 1d10 +2 +30
11th +11/+6/+1 +7 +7 +7 Diamond Body 1d10 +2 +30
12th +12/+7/+2 +8 +8 +8 2d6 +2 +40
13th +13/+8/+3 +8 +8 +8 Form Lock 2d6 +2 +40
14th +14/+9/+4 +9 +9 +9 Choke Hold 2d6 +2 +40
15th +15/+10/+5 +9 +9 +9 2d6 +3 +50
16th +16/+11/+6/+1 +10 +10 +10 Ki pool (adamantine) 2d8 +3 +50
17th +17/+12/+7/+2 +10 +10 +10 2d8 +3 +50
18th +18/+13/+8/+3 +11 +11 +11 Neckbreaker 2d8 +3 +60
19th +19/+14/+9/+4 +11 +11 +11 Timeless Body 2d8 +3 +60
20th +20/+15/+10/+5 +12 +12 +12 Perfect Self 2d10 +4 +60

Class Features

All of the following are class features of the monk.

Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: 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. In addition, a monk gains a +1 bonus to AC. 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 tetori is flat-footed or grappling/pinning a creature. He loses these bonuses when he is otherwise immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

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. Refer to the appropriate tables for monk damage based by size category.

Stunning Fist

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.

Graceful Grappler (Ex)

A tetori is skilled at incorporating grappling maneuvers into his usual attacks. At 1st level, if he successfully hits with an unarmed strike or light or one-handed melee weapon, the strike deals normal damage and he can attempt to start a grapple as a free action; no initial touch attack is required and the tetori may choose to pull the creature into his own square, provided he can drag its weight. If the tetori initiates the grapple while armed, he cannot make additional grapple checks to deal damage in the same round that he uses this ability. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori counts as one size category larger when determining his own or opposing creatures' grapple checks and can also elect to grapple smaller opponents with only a single arm or leg. While grappling in this manner, the tetori takes a -20 penalty to grapple checks and cannot use them to deal damage, but is not considered grappled himself and may grapple as many same-sized opponents as he has limbs. The tetori may spend 1 Ki point to grapple creatures of the same size in this way, or 2 Ki points for larger creatures. At 15th level, the penalty is reduced by 10, the tetori counts as one additional size category larger for grappling, and he also gains the constrict special attack, automatically inflicting his modified unarmed strike damage on any successful grapple check. This ability counts as improved grab for the purpose of determining requirements or bonuses.

This ability replaces flurry of blows.

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.

Stunning Pin

At level 2, the tetori can easily render a pinned foe temporarily incapacitated. Whenever he pins an opponent, he can spend a swift action to make a Stunning Fist attempt against that opponent.

Fast Movement (Ex)

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

Maneuver Training (Ex)

At 3rd level, a tetori adds his Wisdom modifier to disarm, grapple, and trip checks.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Ex)

At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Special: Tetoris do not have flurry of blows. Instead, they may spend 1 ki point to make an additional grapple check to deal damage at their highest attack bonus when grappling or pinning another creature.

Counter-Grapple (Ex)

A tetori learns to turn even the worst wrestling situation to his advantage. At 4th level, when a creature initiates and fails a grapple check against a tetori, the monk may choose to make another opposed grapple check as an immediate action. If the creature fails, it is pulled into the same square as the monk and pinned for 1 round. If the creature is already pinned when it initiates this check (such as when attempting to escape a pin), the tetori may also deal his unarmed strike damage to it. This works even against creatures with abilities like Improved Grab or Improved Grapple. At 6th level, he may use counter-grapple even if his attacker has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his attacker has exceptional reach.

This ability replaces slow fall.

Break Free (Ex)

At 5th level, a tetori adds his monk level on normal or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save.

This ability replaces high jump.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Greater Grapple

You receive a +4 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Additionally, while grappling, you can make one additional action that requires a grapple check each round. Use your highest base attack bonus for this action.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to twice his monk level by using 2 points from his ki pool.

Improved Evasion (Ex)

At 9th level, a monk’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 monk does not gain the benefit of improved evasion.

Inescapable Grasp (Su)

At 9th level, a tetori can spend 1 point from his ki pool to infuse himself with restraining energies. Any creatures he comes into contact with temporarily lose the benefits of any freedom of movement effects and any magical bonuses to Escape Artist or grapple checks. At 13th level, this ability also duplicates the effect of dimensional anchor, which the tetori can choose to apply to himself. At 15th level, the tetori’s unarmed strike permanently gains the ghost touch special ability, enabling him to interact with incorporeal opponents as though they were solid (ghosts and other spirits without a Strength score use their Charisma modifier when grappling). Activating Inescapable Grasp is a swift action, or an immediate action if a creature the tetori is touching becomes the target or beneficiary of a countered effect. All temporary effects of Inescapable Grasp last until the beginning of the wrestler's next turn.

This ability replaces abundant step, timeless body, and tongue of the sun and moon, and quivering palm.

Pinning Knockout


While you have an opponent pinned, when you succeed at a grapple check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed weapon, double your damage result. Any creature that is immune to critical hits is immune to the effects of this feat.

Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.

Form Lock (Su)

At 13th level, a tetori can negate a polymorph, shapechange or similar effect by touch with a Wisdom check, adding a bonus equal to his monk level, against a DC of 11 + the caster level of the effect (or HD of the creature, for supernatural polymorph effects). This is a standard action requiring 2 points from the tetori’s ki pool, or an immediate action if a creature the tetori is touching becomes the target or beneficiary of a form-altering effect.

This ability replaces diamond soul.

Choke Hold


At 14th level, you can cut off an enemy's blood and air supply. While you have an opponent up to one size category larger than you grappled, you can attempt a grapple check with a –5 penalty on the check. If you succeed, you have pinned your opponent and hold the opponent in a choke hold. While you maintain the grapple, you also maintain the choke hold. An opponent you have in a choke hold has to hold his breath or begin suffocating. Any creature that is immune to suffocation or has unsuitable biology is immune to the effects of your choke hold. For example, a creature with gills can typically be choked by blocking the gills or crushing the throat, but creatures with the plant subtype cannot. If you deal damage to a creature in your choke hold with a grapple check, it must attempt a fortitude save (DC equal to your grapple check) or lose 2 rounds of breathing time. When the grapple is ended, so is the choke hold.

Neckbreaker


At 18th level, you can easily snap your opponent's neck. If you have an opponent your size or smaller helpless or pinned, you can make a Strength check against a DC of 10 + the enemy's Strength or Constitution modifier. If you succeed, you wrench that opponent’s neck, dealing 2d6 Strength or Dexterity damage. If the targeted ability score is reduced to 0, any remaining damage is dealt to that opponent’s Constitution score. A creature that is immune to critical hits or that has no discernible head and neck is immune to the effects of this feat.

Iron Body (Su)

At 19th level, as a move action, a tetori can make his tissues ultra-dense for 1 minute as the iron body spell by spending 3 points from his ki pool.

This ability replaces empty body.

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.

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