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Tuesday, July 9, 2013

PFRPG: LeShay Archetypes: Fey Fist

by Tim Wallace

Fey Fist (Monk; LeShay)

Fey fists have learned how to truly become one with their leShay weapons.

Living Weapons (Su): At 1st level, a fey fist can choose to form his leShay weapon into any weapon found in the monk weapon group (see Ultimate Combat or Ultimate Equipment for expanded lists), including his unarmed strikes (in which case he infuses his body with the power of his leShay weapon). With a move action, he can shape two one-hand monk weapons (or two halves of a double monk weapon), a two-hand monk weapon, or a one-hand monk weapon and infused unarmed strikes. All weapons shaped in this manner have the same properties (critical, range, and damage type), including special qualities (i.e. disarm, reach, trip, et cetera) as the original weapon, except for damage. In the case that a weapon normally deals more damage than the minimum damage (see chart below), use its normal damage. If it does less than the minimum damage, use the minimum damage. If the fey fist throws a shaped weapon, he must shape it again with a move action on his next turn.


Minimum Damage (Size)
Level
Small
Medium
Large
1st
1d4
1d6
1d8
2nd
1d4
1d6
1d8
3rd
1d4
1d6
1d8
4th
1d4
1d6
1d8
5th
1d4
1d6
1d8
6th
1d4
1d6
1d8
7th
1d4
1d6
1d8
8th
1d6
1d8
2d6
9th
1d6
1d8
2d6
10th
1d6
1d8
2d6
11th
1d6
1d8
2d6
12th
1d6
1d8
2d6
13th
1d6
1d8
2d6
14th
1d6
1d8
2d6
15th
1d6
1d8
2d6
16th
1d8
1d10
2d8
17th
1d8
1d10
2d8
18th
1d8
1d10
2d8
19th
1d8
1d10
2d8
20th
1d8
1d10
2d8

This ability replaces the monk’s unarmed strike and unarmed damage, but counts as unarmed strike for prerequisites and requirements.

Quick Draw (Su): A 2nd level, fey fist can summon his living weapons as a free action, though he may still only attempt to do so once per round. This ability replaces the monk’s 2nd level bonus feat.

Ki Pool (Su): At 4th level, a fey fist 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 fey fist level + his Wisdom modifier.

At 4th level, a fey fist can expend 1 point from his ki pool as a swift action to grant one of his living weapons a +1 enhancement bonus for 1 minute. For every three levels beyond 4th, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 16th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 7th level, these bonuses can be used to add any of the following weapon properties: axiomatic, defending, flaming, flaming burst, frost, icy burst, keen, ki focus, merciful, shock, shocking burst, or speed. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the ki pool point is spent and cannot be changed until the next time the fey fist uses this ability.

A fey fist can only enhance one living weapon in this way at one time. If he uses this ability again, the first use immediately ends.

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

This ability replaces the normal abilities provided by a monk’s ki pool (including ki strike) at 4th level.

Treespeech (Su): At 17th level, a fey fist gains the ability to converse with plants as if subject to a continual speak with plants spell. This ability replaces tongue of the sun and moon.

Changing Faces (Su): At 17th level, a fey fist gains the ability to change his appearance at will, as if using the alter self spell, but he can only to take the form of a drow, elf, half-elf, or gnome. This ability replaces timeless body.

Uncanny Fey (Ex): At 20th level, a fey fist’s racial damage reduction increases to DR 10/magic and cold iron. In addition, he does not need to roll for initiative. He always treats his initiative roll as if it resulted in any number of his choosing (from 1 to 20). This ability replaces perfect self.