The Youxia, a Monk-Like Defender: Complete Class.

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[SMALLCAPS]The Youxia, a Monk-Like Defender (v 2.0)[/SMALLCAPS]

[SMALLCAPS]Introduction[/SMALLCAPS]

The youxia (/yoh sha/) is my version of a monk-like Defender, inspired by Chinese fantasy martial arts films. The youxia are not purely unarmed fighters like the martial artists seen in stories set in more modern China. The swordsage, from 3e's "Tome of Battle," was much more in line with this genre of story. The word "youxia" comes from the characters for "wandering" and the noble code of honor of ancient Chinese legends know as "xia." Youxia were usually highly principled characters who live outside the laws of traditional society. Youxia travel to test their strength against other skilled warriors and to strike at the heart of corrupt, oppressive local governors, bandits and warlords preying on the weak, and most especially people who would use their martial arts skills for evil.

If you'd like to learn more about the wuxia genre, read this fairly comprehensive primer. Movies that fall into this genre include "The Bride with the White Hair," "Crouching Tiger, Hidden Dragon," "Iron Monkey," "Hero," "Curse of the Golden Flowers," "House of Flying Daggers," "Storm Riders," and "A Man Called Hero." Loving parodies include "Kung Fu Hustle" and "Shaolin Soccer." Don't think that the genre is entirely the result of modern cinema, though! Stories of the youxia go as far back as the 3rd century B.C. and the wuxia genre can be said to be at least as old as the 14th century A.D, when "The Water Margin" was written.

[SMALLCAPS]Table of Contents[/SMALLCAPS]
  • Introduction, New Feats, and the Power Blocked Condition
  • Youxia Class Features
  • Heroic Tier Youxia Powers
  • Paragon Tier Youxia Powers
  • Epic Tier Youxia Powers
  • Youxia Paragon Path 1: Death Touch Master
  • Youxia Paragon Path 2: Drunken Master
  • Youxia Paragon Path 3: Hell Harrier
  • Youxia Paragon Path 4: Sword of the Heavens
  • Youxia Paragon Path 5: Tattooed Monk
  • Youxia Epic Destiny: Enlightened One
  • Designer's Notes & Youxia NPCs

[SMALLCAPS]New Heroic Tier Feats[/SMALLCAPS]

[SMALLCAPS]Animal Style[/SMALLCAPS]
Prerequisites: Unarmed Combatant class feature
Benefits: You can treat your unarmed strikes as belonging to a single other weapon group, picked at the time of feat selection, allowing you access to powers and feats that rely on a weapon group. You are limited to weapon groups for melee weapons; in other words, no bows, crossbows, or slings.
Your unarmed strikes are still a member of the unarmed weapon group. You can pick this feat more than once, gaining new styles, but you cannot benefit from multiple styles at the same time. Decide at the beginning of your turn which weapon group you are emulating if you have more than one Animal Style feat.

Example styles:
Boar Style: Maces
Crane Style: Spears
Demon Style: Axes
Dragon Style: Polearms
Eagle Style: Picks
Monkey Style: Staffs
Ox Style: Hammers
Rat Style: Light Blades
Snake Style: Flails
Tiger Style: Heavy Blades

[SMALLCAPS]Wizened Hermit [Youxia][/SMALLCAPS]
Prerequisite: Youxia, Int 13
Benefit: You may use Intelligence in place of Dexterity for your youxia powers.

[SMALLCAPS]New Paragon Tier Feats[/SMALLCAPS]

[SMALLCAPS]Inner Strength [Youxia][/SMALLCAPS]
Prerequisite: Youxia, Strength 15 and Wisdom 15
Benefit: You may use Strength or Wisdom in place of Constitution to determine your healing surges per day.

[SMALLCAPS]Staff Lunge [Youxia][/SMALLCAPS]
Prerequisite: Youxia, Staff Fighting (Dragon #368)
Benefit: You may treat a quarterstaff as a polearm with the Reach weapon property.

[SMALLCAPS]New Epic Tier Feats[/SMALLCAPS]

[SMALLCAPS]Two Roads, Same Journey [Youxia][/SMALLCAPS]
Prerequisite: Youxia, Path of Mastery class feature
Benefit: You gain the benefits of another Youxia Path of Mastery.

[SMALLCAPS]New Multiclassing Feats[/SMALLCAPS]

[SMALLCAPS]Disciplined Awareness [Multiclass Youxia][/SMALLCAPS]
Prerequisite: Wisdom 13
Benefit: You gain training in one skill from the youxia's class skill list.
You gain the youxia's Uncanny Awareness class feature.
Once per encounter, as a free action, you can mark an enemy within 5 squares until the end of your next turn.

[SMALLCAPS]Member of the Wulin [Multiclass Youxia][/SMALLCAPS]
Prerequisite: Any multiclass youxia feat, paragon multiclassing as a youxia.
Benefit: You gain the youxia's Path of Mastery class feature.

[SMALLCAPS]Sword and Fist [Multiclass Youxia][/SMALLCAPS]
Prerequisite: Str 13
Benefit: You gain training in one skill from the youxia's class skill list.
You gain the youxia's Unarmed Combatant class feature.
Once per encounter, as a free action, you can mark each enemy adjacent to you until the end of your next turn.

New Condition wrote:
[SMALLCAPS]Power Blocked[/SMALLCAPS]
  • You may only make basic attacks.
  • You may not spend healing surges.
  • You do not recharge any expended powers.

[SMALLCAPS]Youxia[/SMALLCAPS]

"Come, and I will show you what true strength is."

[SMALLCAPS]Class Traits[/SMALLCAPS]

Role: Defender. You are highly skilled at blocking and evading blows and have the ability to brush aside swarms of minions seeking to overrun your allies or to pin down single, larger threats. Depending on your choice of class features and powers, you might lean towards controller as a secondary role.

Power Source: Psionic. Years of grueling, almost masochistic martial arts training have led to a fusion of mind, body, and soul. You are capable of feats that mere strength alone never could accomplish.

Key Abilities: Strength, Dexterity, Wisdom.

Armor Proficiencies: Cloth, leather, hide

Weapon Proficiencies: Five simple weapons of your choice. You may trade two picks of a simple weapon for one martial weapon, but you may only do this once. Common picks include the club, dagger, kama (sickle), quarterstaff, Chinese broadsword (scimitar), scholar's sword (short sword), guan dao (glaive), and longspear.

Bonus to Defense: +1 Fort, +1 Ref

Hit points at 1st Level: 15 + Constitution score
Hit points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Acrobatics or Athletics (your choice). From the class skills list below, choose three more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), History (Int), Heal (Wis), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int)

Build Options: Glory Hound, Spiritual Seeker
Class Features: Inner Strength, Uncanny Awareness, Path of Mastery, Duelist's Stance

Youxia are master warriors, trained in martial arts from childhood and hammered into disciplined fighters. Your training has awakened the spiritual potential within you to harness your inner psionic power to strike blows with your fists and feet that are strong as that of any hammer or blade. Your senses have been highly tuned and your flesh fortified by an awakened spirit. Blows that would fell armored knights are child's play for you to turn aside.

Whether your discipline merely extends to your stoic grace in combat or to your every waking act, it hones and sharpens you into a nearly divine warrior. Youxia can scatter hordes of lesser warriors and send the strongest of foes flying through walls with a powerful blow. They can wrestle dragons and throw giants. The stronger or more numerous their foe is, the more focused and deadly they become. The challenge of mastery drives you to greater and greater acts of heroism each adventure.

Will you walk the road to perfect inner peace and the unshakable mastery of true enlightenment, or will you tread on the dreams of every warrior who thought themselves your master until you stand at the top of the martial arts world? Let them come and test their will against yours.

[SMALLCAPS]Creating a Youxia[/SMALLCAPS]

You can choose any youxia powers you find interesting for your character, but youxia naturally fall into two basic groups: those who pursue strength from within and those who want to show their strength over others. While all youxia can make use of a high Dexterity, your dominant attribute will depend on that choice -- either Wisdom or Strength, respectively.

[SMALLCAPS]Glory Hound[/SMALLCAPS]

You walk the path of those who seek to prove themselves through strength and fighting. Your techniques focus on beating down a single strong opponent, and you tend to prefer to use weapons and wear heavier armor over going into battle barehanded and wearing only cloth. Strength is your most important ability score and factors strongly in your brutal strikes and grappling. Good Dexterity improves your mobility and your ability to push around opponents. You will want a fair Wisdom score if you would like to befuddle foes and sweep away masses of unworthy challengers.

Suggested Feat: Improved Grab (PH2) (Human Feat: Human Perseverence)
Suggested Skills: Athletics, Acrobatics, Endurance, Nature
Suggested At-Will Powers: Mantis Grip, Serpent's Lunge
Suggested Encounter Power: Inevitable Blow
Suggested Daily Power: Skin-Shattering Blow

[SMALLCAPS]Spiritual Warrior[/SMALLCAPS]

You walk the path of those who seek perfection through meditation and rigid self-discipline. You eschew clumsy weapons and restrictive armor in favor of the power within yourself. You project your will through your strikes, dealing damage more with spiritual force than with the impact of flesh and bone. Your powers are more oriented towards frustrating the attacks of enemies and inflicting debilitating conditions on them than on demolishing their bodies. Wisdom is your most important ability score, followed by Dexterity. Strength never hurts to have in case you need to eschew the more gentle arts to end a fight swiftly.

Suggested Feat: Combat Reflexes (Human Feat: Action Surge)
Suggested Skills: Acrobatics, Heal, Insight, Religion
Suggested At-Will Powers: Gentle Blow, Pendulum Strike
Suggested Encounter Power: Rolling Wave
Suggested Daily Power: Somnolent Touch

XIA OVERVIEW


Characteristics: You are an excellent grappler and a master of debilitating strikes. You are a highly defensive fighter, capable of blocking attacks that most people would rely on armor to turn aside. You have a fair ability to move around the battlefield, but you shine most when you stand toe-to-toe with your enemies and ensure that their focus remains on you and you alone.
Religion: Youxia tend to favor two kinds of deities: those that reward bold action and those that reward contemplation. Glory seekers gravitate to Kord, Avandra or even Bane. Spiritual warriors favor Ioun, Melora, Erathis, or rarely Vecna. Most youxia are strongly Good and live up a personal code of xia that sets them apart from society.
Races: Youxia come from all races, but Humans and Deva are by far the most likely to take up the path of a youxia. Dragonborn and Goliaths often fight for glory and renown, while Dwarves, Elves, and Githzerai prefer the monastic life.

[SMALLCAPS]Youxia Class Features[/SMALLCAPS]

[SMALLCAPS]Unarmed Combatant[/SMALLCAPS]

[ You gain an ability identical to the Monk class feature of the same name (Dragon #375). Summary: You may use a "monk unarmed strike" that has a +3 proficiency bonus, a 1d8 weapon die, and can be enchanted by Enchant Item. You must have a free hand to make this strike even if you aren't punching the enemy. ]

[SMALLCAPS]Uncanny Awareness[/SMALLCAPS]
You have a +2 bonus to AC when wearing light armor or no armor. This increases to a +6 bonus to AC and a +1 bonus to Reflex when you are wearing cloth armor or no armor and aren't using a shield.

[SMALLCAPS]Path of Mastery[/SMALLCAPS]
Triumph of Strength: Enemies attempting to break free of your grabs must roll twice and take the lower roll.

Tranquility of Wisdom: You have a +1 bonus to Will. You may act in a surprise round.

[SMALLCAPS]Duelist's Stance[/SMALLCAPS]
Once during each of your turns, you can either mark each adjacent enemy or one enemy within 5 squares as a free action. This mark lasts until the end of your next turn.

You may block and interfere with the attacks of marked enemies that do not include you as a target. The penalty to attack rolls from your mark increases to equal your Dexterity modifier (minimum 2) if the attacking marked enemy or the ally it targets is adjacent to you.
[SMALLCAPS]Heroic Youxia Disciplines[/SMALLCAPS]

Powers
[SMALLCAPS]Level 1 At-Will Disciplines[/SMALLCAPS]












[DECK=Mantis Grip]Youxia Attack 1
With a twist, you feel his joint pop and wrench out of place.
At-Will ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature you are capable of grabbing
Attack: Strength vs. Reflex
Hit: 1[W] and the target is grabbed. If the target was already grabbed by you, add your Strength modifier to the damage roll.
Special: If you have marked the target, then it has a -2 penalty to escape your grab.
Increase damage to 2[W] at 21st level.[/DECK]
[DECK=Pendulum Strike]Youxia Attack 1
With a quick jab to either side, you scatter the foes crowding you.
At-Will ✦ Psionic, Weapon
Standard Action
Melee weapon
Target: One or two creatures
Attack: Strength or Wisdom vs. AC
Hit: 1[W] damage, and you push the target 1 square.
Increase damage to 2[W] at 21st level.[/DECK]
[DECK=Serpent's Lunge]Youxia Attack 1
Your arm blurs as you deliver a sudden, brutal, and unexpected blow.
At-Will ✦ Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Increase damage to 2[W] + Strength modifier + Dexterity modifier at 21st level.[/DECK]

[SMALLCAPS]Level 1 Encounter Disciplines[/SMALLCAPS]

[DECK=Disdainful Kick]Youxia Attack 1
"On your feet!"
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature who is currently prone.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is pushed 1 square. The target is no longer prone but takes a -2 penalty to its attack until the end of your next turn.[/DECK]
[DECK=Inevitable Blow]Youxia Attack 1
The relentless pressure of your strikes batters aside your enemy's defenses.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength damage.
Miss: Half damage.[/DECK]
[DECK=Rolling Wave]Youxia Attack 1
Your enemy's charge gives you the momentum to easily flip him over your back.
Encounter ✦ Psionic, Weapon
Immediate Reaction
Melee Weapon
Trigger: An enemy of a size you can grab, moves into an adjacent square and makes an attack.
Requirement: You must make this attack as an unarmed attack.
Target: The triggering creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage, and you slide the target 2 squares into an adjacent square and knock it prone. You may shift into the square the target just left at the same time you slide the target so long the target is still adjacent to you at the end of this movement.
Special: If you use this in reaction to the movement from a charge, the target does not get to make an attack as a part of the charge.[/DECK]
[DECK=Wind Stealing Strike]Youxia Attack 1
A carefully placed jab below the sternum knocks the wind out of your opponent.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One Creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target is dazed until the end of your next turn.[/DECK]

[SMALLCAPS]Level 1 Daily Disciplines[/SMALLCAPS]

[DECK=Ghost Cat's Robbery]Youxia Attack 1
You slip beneath your enemy's guard and steal his breath with a brutal mid-section strike.
Daily ✦ Healing, Psionic, Weapon
Immediate Reaction
Melee Weapon
Trigger: An enemy within reach misses you with an attack.
Target: The attacking enemy
Attack: Strength v. Fortitude
Hit: 1[W] + Strength modifier damage + Dexterity modifier damage.
Effect: The target loses a healing surge. You can spend a healing surge.[/DECK]
[DECK=Skin Shattering Blow]Youxia Attack 1
Your brutal strike cracks armor and skin alike, leaving a pattern of blood-oozing wounds across the enemy's body.
Daily ✦ Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target takes a minus -2 penalty to AC and ongoing 5 damage (save ends both).
Miss: 1[W] + Strength modifier damage.[/DECK]
[DECK=Somnolent Touch]Youxia Attack 1
A with a quick touch, you establish contact and force yin chi into your opponent's mind, causing her to collapse to the floor.
Daily ✦ Psionic, Psychic, Sleep, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier psychic damage, and make a secondary attack against the target.
Secondary Attack: Wisdom v. Will
Hit: The target becomes unconscious (save ends). If the target takes damage, it immediately awakens.
Aftereffect: The target is slowed (save ends).
Miss: The target is slowed (save ends).[/DECK]
[DECK=Torrent of Blows]Youxia Attack 1
Your fists blur as you land a storm of blows on your enemy.
Daily ✦ Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC or Wisdom vs. AC
Special: Make a number of attack rolls against the target equal to your Dexterity modifier. If any hit, the attack hits.
Hit: 2[W] + Strength or Wisdom modifier damage, and +2 extra damage per attack roll beyond the first that hits.
[/DECK]

[SMALLCAPS]Level 2 Utility Disciplines[/SMALLCAPS]

[DECK=Catch Arrows]Youxia Utility 2
You snatch the enemy's weapon out of the air in a flash of motion.
Encounter ✦ Psionic
Immediate Interrupt
Personal
Trigger: You or an adjacent ally are the subject of a ranged weapon attack.
Requirement: Must have a free hand.
Effect: You catch the incoming ammunition or thrown weapon, and the triggering attack has no effect.
Special: A magical thrown weapon caught by this power does not return to the owner.[/DECK]
[DECK=Find the Flaw]Youxia Utility 2
Careful study shows you the weaknesses of more than just flesh.
At-Will ✦ Psionic
Free Action
Personal
Prerequisite: Must be trained in Perception
Effect: You may use Wisdom instead of Strength when making your next break or burst check.[/DECK]
[DECK=Ground-Fighting]Youxia Utility 2
You have mastered the art of ground-fighting and can wrestle your enemies into positions where you have a distinct advantage.
At-Will ✦ Psionic
Minor Action
Prerequisite: Must be trained in Athletics
Effect: You suffer no penalty for being prone against any creature grabbed by you until the end of your next turn. As a minor action, you may attempt to knock prone any creature grabbed by you with a Strength v. Fortitude check.[/DECK]
[DECK=Slow Fall]Youxia Utility 2
Centering you chi, you reduce your weight to that of cat and land gently on your feet.
Encounter ✦ Psionic
Free Action
Personal
Prerequisite: Must be trained in Acrobatics
Trigger: You fall.
Effect: You takes no damage from a fall and do not fall prone when you land.[/DECK]

[SMALLCAPS]Level 3 Encounter Disciplines[/SMALLCAPS]

[DECK=Cyclone Sweep]Youxia Attack 3
With a low, spinning kick, you sweep the feet out from under your foes.
Encounter ✦ Psionic, Weapon
Standard Action
Close Burst 1
Requirement: You must make this attack as an unarmed attack.
Target: Each enemy in burst you can see.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you knock the target prone.[/DECK]
[DECK=Lashing Flurry]Youxia Attack 3
With a flashing move, you strike your foe and shift quickly to make spinning slash into all of the enemies that surround you.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength or Wisdom vs. AC
Hit: 1[W] + Strength or Wisdom modifier damage, and all other enemies adjacent to you take Strength or Wisdom modifier damage.
Special: When you learn this power, you must determine whether you use Strength or Wisdom to attack with this power. Once you make that choice, you can only change it by retraining this power.[/DECK]
[DECK=Ogre Slam]Youxia Attack 3
With a heft, you lift up the monster you're grappling with, and slam it to the ground.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature grabbed by you.
Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage. Slide the target 2 squares to any adjacent square, and you knock the target prone. The target is no longer grabbed.[/DECK]
[DECK=Shoulder Nerve Strike]Youxia Attack 3
Your fingers strike hard into the enemy's shoulder joint, causing pain and weakening the sword arm.
Encounter ✦ Force, Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. AC
Hit: 2[W] + Wisdom modifier force damage, and until the end of your next turn, the target's attack rolls take a penalty equal to your Dexterity modifier.[/DECK]

[SMALLCAPS]Level 5 Daily Disciplines[/SMALLCAPS]

[DECK=Blazing Fury]Youxia Attack 5
A blazing aura of yang chi surrounds you, scorching all within your grasp.
Daily ✦ Fire, Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Dexterity modifier fire damage.
Effect: Until the end of the encounter, any enemy that begins its turn adjacent to you takes fire damage equal to your Dexterity modifier.[/DECK]
[DECK=Eye of the Hurricane]Youxia Attack 5
In waves they come, spiraling towards the center, but there you are to blow them back.
Daily ✦ Psionic, Weapon
Standard Action
Close Burst 1
Primary Target: Each enemy in burst you can see.
Effect: Make a basic melee attack against the target, and push the target 2 squares if you hit. Make a secondary attack.
Secondary Targets: Each enemy in a close burst 5 you can see, other than the primary targets.
Effect: Each target shifts up to their speed into a square adjacent to you. Make a melee basic attack against each target, and push the target 3 squares if you hit. A target that can't shift into an adjacent square is unaffected by this secondary attack. Resolve this effect against each target in the burst in sequence.
Until the end of the encounter, you can repeat this secondary attack against a single marked enemy as a minor action.[/DECK]
[DECK=Sickening Touch]Youxia Attack 5
You block the regular flow of chi throughout the enemy's body, causing its organs to poison themselves.
Daily ✦ Force, Poison, Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier force damage, and the target takes ongoing 5 poison damage (save ends).[/DECK]
[DECK=Willow Strike]Youxia Attack 5
The shaft of your weapon flexes and bends like a willow tree in the wind, evading your enemies' defenses.
Daily ✦ Psionic, Stance, Weapon
Minor Action
Requirement: You must be wielding a flail, heavy blade, polearm, spear, or staff.
Melee Weapon
Effect: Once per turn, when you make a melee atack with a weapon, you may make a free melee basic attack with the same weapon against any adjacent enemy that is a target of that attack.[/DECK]

[SMALLCAPS]Level 6 Utility Disciplines[/SMALLCAPS]

[DECK=Bamboo Serenity]Youxia Utility 6
Centering your mind, you recall the sounds of the bamboo forest, swishing in the wind and cracking with growth You root your spirit in the soil and draw strength from it.
Daily ✦ Healing, Psionic, Stance
Move Action
Personal
Effect: You gain regeneration equal to your Wisdom modifer so long as you are touching the ground. You also gain the benefit of the Dwarven racial ability Stand Your Ground when touching the ground.[/DECK]
[DECK=Disciplined Mind]Youxia Utility 6
Your intense training in meditation lets you shake off attacks that go straight to your mind and soul.
Encounter ✦ Psionic
Free Action
Personal
Prerequisite: Must be trained in Religion
Trigger: An enemy makes an attack against your Will defense.
Effect: Force the enemy to reroll that attack and take the lowest of the two rolls. You may use this power after knowing the result of the initial attack roll.[/DECK]
[DECK=Dragonfly Landing]Youxia Utility 6
You rush forward in a dancing step with across the top of the grass, only barely disturbing it as you flit from blade to blade.
At-Will ✦ Psionic
Move Action
Personal
Prerequisite: Must be trained in Acrobatics
Effect: The step of your foot does not disturb the ground beneath you any more than a dragonfly landing in that same spot would. You may treat any surface that could support a dragonfly's weight as solid ground. This includes water, paper, blades of grass, etc. This does not affect your ability to move through difficult terrain, only the ability of the ground to support you. Your DM may rule that certain surfaces, like shallow, turbulent waters, are difficult terrain for you where they might have little effect to anyone just plunging through them. In spite of your ability to tread softly, you are not any easier to subject to forced movement or any other enemy ability than normal.[/DECK]
[DECK=Fleeing Gecko Climb]Youxia Utility 6
You scamper up the slick wall like a gecko that has just lost its tail.
Encounter ✦ Psionic
Move Action
Personal
Prerequisite: Must be trained in Athletics
Effect: On this move action, you move with a climb speed equal to your speed + 2. You may ignore difficult terrain on any vertical surfaces, but you must end your movement on a surface you can stand on.
[/DECK]
[DECK=Monkey's Ruse]Youxia Utility 6
With a roll over your ally's back as he ducks under you, you take his place for an attack.
Encounter ✦ Psionic
Free Action
Personal
Trigger: An adjacent ally is a target of an attack which you are not a target of.
Prerequisite: Must be trained in Acrobatics
Effect: You swap places with your ally and become the target of the attack in their place.[/DECK]

[SMALLCAPS]Level 7 Encounter Disciplines[/SMALLCAPS]

[DECK=Avalanche Cascade]Youxia Attack 7
A quick strike puts your enemy off-balance for a devastating follow-up kick.
Encounter ✦ Psionic, Weapon
Standard Action
Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] damage, and you push the target 1 square shift into the square it formerly occupied. Make a secondary attack against the same target.
Secondary Attack: Strength vs. AC
Secondary Requirement: Your secondary attack must be made as an unarmed attack.
Hit: 1[W] + Strength modifier + Dexterity modifier damage, and you push the target a number of squares equal to your Strength modifier and knock it prone.[/DECK]
[DECK=Disruptive Jab]Youxia Attack 7
A stab of your fingers sends the flow of chi within the enemy's body into a turbulent ripple, momentarily disrupting its ability to shake off invasive magics and debilitating blows.
Encounter ✦ Force, Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier force damage. The target automatically fails the next saving throw it rolls. If the target is affected by more than one condition that ends on a saving throw, then the target gets to choose what order to roll them in as usual.[/DECK]
[DECK=Driving Thrust]Youxia Attack 7
Lunging forward, a series of hi and low thrusts with your weapon keeps the opponent off balance and lets you drive them backwards.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack with either a polearm, spear, or staff.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength, and you push the target a number of squares equal to your Dexterity modifier and shift into each square it leaves.[/DECK]
[DECK=Wrist Catch]Youxia Attack 7
You catch the enemy's wrist as he swings at you, step aside, and pull him forward into a trip.
Encounter ✦ Psionic, Weapon
Immediate Interrupt
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Trigger: An adjacent enemy attacks you.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier + Dexterity modifier damage. You shift 1 square, pull the target 1 square into your previous space, and you knock the target prone.[/DECK]

[SMALLCAPS]Level 9 Daily Disciplines[/SMALLCAPS]

[DECK=Deafening Shout]Youxia Attack 9
Summoning your chi and squaring your stance, you unleash a mighty shout that sends your enemies reeling.
Daily ✦ Psionic, Thunder, Weapon
Standard Action
Close Blast 5
Target: Each creature in blast
Attack: Wisdom vs. AC
Hit: 2d6 + Wisdom modifier thunder damage, and the target is deafened and dazed (save ends both).[/DECK]
[DECK=Drunkard's Dance]Youxia Attack 9
With a staggering blow and pressing follow-ups, you keep your opponent off-balance and teetering around as if they were drunk.
Daily ✦ Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Miss: Half damage, and no combat advantage.
Effect: Until the end of the encounter, whenever you hit the target with a melee attack, you may spend a minor action to make the target grant combat advantage to you and your allies until the end of your next turn.[/DECK]
[DECK=Storm Soul]Youxia Attack 9
The power of a thunderstorm rages in your soul.
Daily ✦ Lightning, Psionic, Thunder, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 3[W] + Strength thunder and lightning damage.
Miss: Half damage.[/DECK]

[SMALLCAPS]Level 10 Utility Disciplines[/SMALLCAPS]

[DECK=Guiding Weave]Youxia Utility 10
You bend backwards and guide your enemy's blow into one of its allies surrounding you.
Daily ✦ Psionic, Stance
Minor action
[b]Effect: Until the stance ends, you can make a Acrobatic vs. Reflex check as an immediate interrupt against any flanking enemy who attacks you. If the check succeeds, the attack targets one creature the triggering enemy is flanking you with instead of you.[/DECK]
[DECK=Iron Belly]Youxia Utility 10
You tense and slam your belly into the incoming blow, shrugging off most of its effect.
Encounter ✦ Psionic
Immediate Interrupt
Personal
Prerequisite: Must be trained in Endurance
Trigger: You are attacked with an attack that does untyped damage.
Effect: You gain resistance to untyped damage equal to your Constitution modifier + half your level until the end of your next turn.[/DECK]
[DECK=Ogre-Pinning Stance]Youxia Utility 10
Even dragons and giants must fear the grip of your hands.
Encounter ✦ Psionic, Stance
Minor Action
Personal
Prerequisite: Must be trained in Athletics
Effect: Until the stance ends, you are considered one size larger for purposes of any attack or offensive ability or skill check limited by your size, such as grab attempts and forced movement. This has no defensive benefit for resisting the attacks of others.[/DECK]
[DECK=Phoenix Ascendant]Youxia Utility 10
Leaping high into the air, you rise above your enemy and drive them to the earth with an axe-like kick.
Daily ✦ Psionic
Move Action
Personal
Prerequisite: Must be trained in Athletics or Acrobatics
Effect: You leap straight up in the air a height equal to your speed and hover there until the end of your turn; afterwards, you float to the ground without taking falling damage. If you hit an adjacent flying enemy with a melee attack while hovering, you knock the target prone; the target falls as if it had no fly speed.[/DECK]
[SMALLCAPS]Paragon Youxia Disciplines[/SMALLCAPS]

Powers
[SMALLCAPS]Level 13 Encounter Disciplines[/SMALLCAPS]











[DECK=Falling Pine]Youxia Attack 13
With a quick grab, you carry your opponent's momentum into a devastating throw.
Encounter ✦ Psionic, Weapon
Immediate Reaction
Melee Weapon
Trigger: An enemy of a size you can grab, moves into an adjacent square.
Requirement: You must make this attack as an unarmed attack.
Primary Target: The triggering creature.
Attack: Wisdom vs. Reflex
Hit: 2[W] + Wisdom modifier damage, and you slide the target 2 squares into an adjacent square and knock it prone. You may shift into the square the target just left at the same time you slide the target so long the target is still adjacent to you at the end of this movement.
You may slide the target into a square occupied by another creature. Any creature occupying a square the primary target is slid into is subjected to a secondary attack.
Secondary Targets: Each creature occupying a space the primary target was slid into.
Secondary Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage.
Effect: You push the target 1 square.[/DECK]
[DECK=Numbing Strike]Youxia Attack 13
Three quick strikes in succession render your opponent's whole body numb and unresponsive.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier force damage, and the target is slowed and takes a -2 penalty to attack rolls until the end of your next turn.[/DECK]
[DECK=Wind Slash]Youxia Attack 13
Placing your chi behind a slashing attack, you create a wave of wind pressure that carves into the target as if you had hit them with a sword.
Encounter ✦ Force, Psionic, Weapon
Standard Action
Close burst 5
Requirement: You must make this attack with a heavy blade, light blade, or unarmed attack.
Target: One creature in burst
Attack: Strength or Wisdom vs. AC
Hit: 3[W] + Strength or Wisdom modifier force damage.[/DECK]

[SMALLCAPS]Level 15 Daily Disciplines[/SMALLCAPS]

[DECK=Monkey's Leaping Charge]Youxia Attack 15
You rebound off the chest or head of a minor foe and launch yourself at your true opponent.
Daily ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make the primary attack as an unarmed attack.
Primary Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you can shift a number of squares equal to your Dexterity modifier and make a secondary attack.
Secondary Target: One creature at least 2 squares away from the primary target
Secondary Attack: Strength vs. AC
Hit: 1[W] + Strength modifier + Dexterity modifier damage.[/DECK]
Special: When charging, you can use this power in place of a melee basic attack.
[DECK=Scoop and Smash]Youxia Attack 15
With a scooping kick or a grab, you pick up a random nearby item and smash hard it into the enemy, who staggers with the blow.
Daily ✦ Psionic, Weapon
Standard Action
Melee Weapon or Ranged 5
Requirement: You must make this attack as an unarmed attack, and you must be adjacent to an unattended object of Tiny or Small size which is not anchored to anything.
Target: One creature
Attack: Strength (melee) or Dexterity (ranged) vs. AC
Hit: 3[W] + Strength (melee) or Dexterity (ranged) modifier damage, and the target is dazed (save ends). Make a break check on the object used in the attack. This attack is treated as an unarmed attack and not as an attack with an improvised weapon for all purposes.[/DECK]
[DECK=Spinal Feedback]Youxia Attack 15
With a simultaneous high and low strike with two fingers on each hand, you set up a chi feedback loop along the target's spinal meridian.
Daily ✦ Lightning, Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1[W] + Wisdom modifier lightning damage, and the target is dazed and takes ongoing 10 lightning damage (save ends both).
Miss: Half damage, the target takes ongoing 5 lightning damage (save ends), and the target is dazed until the end of its next turn.[/DECK]
[DECK=Tsunami-Splitting Shout]Youxia Attack 15
You slam your feet into a wide stance with a roaring shout and shatter the momentum of the enemy's assault.
Daily ✦ Healing, Psionic, Weapon
Immediate Interrupt
Close Burst 2
Trigger: You are knocked prone or subjected to forced movement by an enemy.
Requirement: You must make this attack as an unarmed attack.
Target: Each enemy in burst
Attack: Strength vs. Will
Hit: 1[W] + Strength modifier force damage.
Effect: You are not knocked prone. You can halt the forced movement at a point of your choosing, and you can spend a healing surge and regain additional hit points equal to your Strength modifier.[/DECK]

[SMALLCAPS]Level 16 Utility Disciplines[/SMALLCAPS]

[DECK=Cloud Leap]Youxia Utility 16
You enlightened soul lets you shrug free of the bonds of the earth.
Encounter ✦ Psionic
Move Action
Personal
Prerequisite: Must know the power dragonfly landing
Effect: You fly a number of squares equal to your speed, but you must end your movement on any surface treated as solid ground by the power dragonfly landing.[/DECK]
[DECK=Improved Evasion]Youxia Utility 16
You are so fleet of foot that you can roll with even the best of hits.
Daily ✦ Psionic
Immediate Reaction
Personal
Prerequisite: Must have the feat Evasion.
Trigger: You are hit by an area or close attack targeting your AC or Reflex defense.
Effect: You take the effect the attack has on a miss instead of the effect it has on a hit.
Special: You cannot use this power if the triggering attack was a critical hit or if the attack does no damage on a miss.[/DECK]
[DECK=Scorn the Blaze]Youxia Utility 16
"He who wrestles with pit fiends must first steel his body against the inferno."
At-Will ✦ Psionic
Free Action
Personal
Trigger: You start your turn inside an enemy aura or enter one from outside.
Prerequisite: Must be trained in Endurance
Effect: You delay the effects of all enemy's auras that take place during your turn to the end of your turn. Until the end of your next turn, you are immune to the effects of any auras possessed by enemies grabbed by you or those of enemies of the same origin, type, and keyword as an enemy grabbed by you. This effect does not protect against Swarm Attack auras.[/DECK]
[DECK=Sword Catch]Youxia Utility 16
With a grin, you look across the blade caught between your palms at your opponent's surprised face.
Daily ✦ Force, Psionic
Immediate Interrupt
Personal
Requirement: Must have two hands free.
Trigger: An enemy attacks you with a melee weapon attack (other than an unarmed attack).
Effect: You catch the enemy's weapon between the palms of your hands, making the attack miss you. The enemy is considered grabbed and cannot make attacks with the caught weapon. The enemy may voluntarily release the weapon to end the grab, leaving it in your possession. Your hands are occupied by the grab, but you are allowed to make unarmed attacks with other parts of your body as if you had a free hand. Your hands are protected by this power, and you do not suffer any ill effect from gripping a weapon this way.[/DECK]

[SMALLCAPS]Level 17 Encounter Disciplines[/SMALLCAPS]

[DECK=Earthquake Stomp]Youxia Attack 17
Your stomp sends a ripple through the earth that tosses all nearby creatures off their feet.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Primary Target: One creature who is currently prone
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Make a secondary attack.
Secondary Target: All creatures other than yourself and the primary target in a close burst 2 centered on the target.
Secondary Attack: Strength v. Reflex
Hit: 1[W] + Strength damage and you knock the target prone.
Special: You may forgo the primary attack and perform the secondary attack against an empty adjacent square.[/DECK]
[DECK=Rippling Sheet]Youxia Attack 17
A powerful blow sends a shockwave through your enemy's body, temporarily jellying their muscles.
Encounter ✦ Force, Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier force damage, and the target is weakened until the end of your next turn.[/DECK]
[DECK=Touch of Oblivion]Youxia Attack 17
Quick jabs to pressure points rob your enemy of the ability to perceive anything but pain and the panic of being unable to know where the next blow is coming from.
Encounter ✦ Force, Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier force damage. The target is blinded until the end of your next turn, and you can make a secondary attack against the same target.
Secondary Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier force damage, and the target is deafened and loses access to any blindsight or tremorsense abilities it may have until the end of your next turn.[/DECK]
[DECK=Yin Palm]Youxia Attack 17
A wave of powerful yin energies ripple through your enemies, staggering and weakening them.
Encounter ✦ Necrotic, Psionic, Weapon
Standard Action
Close Blast 5
Requirement: You must make this attack as an unarmed attack.
Target: All enemies within the blast
Attack: Wisdom vs. Fort
Hit: 1[W] + Wisdom necrotic damage, and the target is pushed 1 square and weakened until the end of your next turn.[/DECK]

[SMALLCAPS]Level 19 Daily Disciplines[/SMALLCAPS]

[DECK=Agonizing Spasms]Youxia Attack 19
With a touch, you send the targets muscles into agonizing spasms which render the target mostly powerless.
Daily ✦ Force, Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier force damage, and the target is power blocked and takes ongoing 10 damage (save ends both).[/DECK]
[DECK=Lion's Roar]Youxia Attack 19
The dragon's breath spills forwards towards the party. You brace your self and send the enemy's attack straight back at the source with a mighty shout.
Daily ✦ Psionic, Thunder, Weapon
Immediate Interrupt
Trigger: An enemy makes a blast or burst attack that includes you in the area.
Target: The triggering creature
Attack: Wisdom vs. Will
Hit: The burst or blast does not affect any target within its original area. Instead, the creature which made attack becomes the power's only target, and it automatically hits, doing extra thunder damage equal to your Wisdom modifier. Any resistances or immunities the enemy has do not apply to the damage taken from its own attack.
Miss: The triggering attack misses you.[/DECK]
[DECK=Raven's Theft]Youxia Attack 19
With gruesome, raking strike across the face, you send the target into howls of anguish as they try to place back the eye you've loosened from its socket
Daily ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and the target takes ongoing 5 damage and is blinded (save ends both).[/DECK]
[SMALLCAPS]Epic Youxia Disciplines[/SMALLCAPS]

Show
[SMALLCAPS]Level 22 Utility Disciplines[/SMALLCAPS]








[DECK=Curse Consuming Breath]Youxia Utility 22
The red dragon's breath sears your body as you drop into a meditative trance. You breathe in the magical flame, drawing it into your chakras and turning the magic into a source of renewing strength.
Daily ✦ Healing, Psionic, Stance
Immediate Reaction
Personal
Prerequisite: Wisdom 21
Trigger: You are hit with an attack that does ongoing acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage.
Effect: You negate the attack and immediately regain hit points equal to the damage it would have done. If the attack would have dealt ongoing damage, you gain regeneration equal to the ongoing damage it would have dealt.[/DECK]
[DECK=God-Pinning Stance]Youxia Utility 22
No creature is too mighty for your grasp, not even the most ancient of dragons or the mighty tarrasque.
Daily ✦ Psionic, Stance
Minor Action
Personal
Prerequisite: Must be trained in Athletics
Effect: Until the stance ends, you ignore your size for purposes of any attack or offensive ability or skill check limited by your size, such as grab attempts and forced movement. This has no defensive benefit for resisting the attacks of others.[/DECK]
[DECK=Spirit-Shaking Presence]Youxia Utility 22
The strength of your will forces your enemies to stagger backwards.
Daily ✦ Fear, Psionic
Move Action
Close Burst 10
Prerequisite: Strength or Wisdom 20
Target: Each enemy in burst
Effect: Until the end of the encounter, you can spend a minor action to push each enemy within the burst 1 square.[/DECK]

[SMALLCAPS]Level 23 Encounter Disciplines[/SMALLCAPS]

[DECK=Celestial Wrath]Youxia Attack 23
The heavens show their admiration for your inner strength by scouring your enemies with holy lightning.
Encounter ✦ Lightning, Psionic, Radiant, Weapon
Standard Action
Melee Weapon
Primary Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Make a secondary attack.
[b]Secondary Target: All creatures within a close burst 1 centered on the primary target.
[b]Secondary Attack: Dexterity vs. Reflex
Hit: 2d8 + Dexterity modifier lightning and radiant damage.
Special: You and all allies adjacent to the primary target may shift 1 square as a free action to get out of the close blast area before the secondary attack is made.[/DECK]
[DECK=Mountain Hermit Blow]Youxia Attack 23
As you step into the blow, the earth beneath your feet cracks. You sink in a few inches and are secured against attempts to move you from this spot.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must not have moved this turn.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Effect: Until the end of the encounter, as long as you do not voluntarily move yourself from this spot, you are immune to forced movement. You have a -2 penalty to your Reflexes, but a +1 power bonus to all of your other defenses.[/DECK]
[DECK=Starfall]Youxia Attack 23
The impact of your throw leaves your opponent buried in a crater.
Encounter ✦ Psionic, Weapon
Immediate Reaction
Melee Weapon
Trigger: An enemy of a size you can grab, moves into an adjacent square.
Requirement: You must make this attack as an unarmed attack.
Primary Target: The triggering creature.
Attack: Wisdom vs. Reflex
Hit: 3[W] + Wisdom modifier damage, and you slide the target 2 squares into an adjacent square and knock it prone. You may shift into the square the target just left at the same time you slide the target so long the target is still adjacent to you at the end of this movement.
You may slide the target into a square occupied by another creature. Any creature occupying a square the primary target is slid into is subjected to a secondary attack.
Secondary Targets: Each creature in a close burst 1 centered on the target.
Secondary Attack: Wisdom vs. Reflex
Hit: 1[W] + Wisdom modifier damage.
Effect: You push the target 1 square and knock it prone.[/DECK]
[DECK=Whirlwind Kick]Youxia Attack 23
You spin in a blur of motion, swirling around the area, and lashing out at surrounding enemies.
Encounter ✦ Psionic, Weapon
Standard Action
Close Burst 2
Requirement: You must make this attack as an unarmed attack.
Target: All enemies within the burst
Attack: Strength or Wisdom vs. AC
Hit: 3[W] + Strength or Wisdom modifier damage, and you push the target a number of squares equal to your Dexterity modifier.[/DECK]

[SMALLCAPS]Level 25 Daily Disciplines[/SMALLCAPS]

[DECK=Frenzied Yang Mania]Youxia Attack 25
Your touch sets the target's yang chi ablaze, throwing its body into sickening imbalance.
Daily ✦ Fire, Psionic, Radiant, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2[W] + Wisdom modifier fire & radiant damage, and is wracked with feverish yang seizures (save ends). A target wracked with feverish yang seizures takes ongoing 10 fire and radiant damage and is knocked prone and dazed.
Miss: 2[W] + Wisdom modifier fire & radiant damage.[/DECK]
[DECK=Insidious Yin Venom]Youxia Attack 25
Your touch drowns the target in yin chi, throwing its body into sickening imbalance.
Daily ✦ Cold, Necrotic, Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. Will
Hit: 2[W] + Wisdom modifier cold & necrotic damage, and the target is wracked with shivering yin chills (save ends). A target wracked with shivering yin chills takes ongoing 10 cold & necrotic damage, and is slowed, dazed, and takes a -2 penalty to all attacks and defenses.
Miss: 2[W] + Wisdom modifier cold & necrotic damage.[/DECK]
[DECK=My Masters Before Me]Youxia Attack 25
Reaching within your soul to the akashic records, you call forth the memories of your master and those who taught before him and summon spiritual doubles of them to strike at your enemies.
Daily ✦ Conjuration, Force, Psionic, Weapon
Standard Action
Close Burst 5
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier force damage.
Miss: Half damage.
Effect: You conjure a warrior spirit into a square adjacent to each target that lasts until the end of your next turn. Any enemy adjacent to one of your warrior spirits is marked by that spirit, and any enemy that leaves a space adjacent to one of your spirits provokes an opportunity attack from that spirit. Resolve the opportunity attack as if you were standing in the spirit's space and making the attack yourself.[/DECK]
[DECK=Stone Rippling Blow]Youxia Attack 2
A shockwave from the impact makes the earth beneath your foe buckle.
Daily ✦ Psionic, Thunder, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 5[W] + Strength modifier damage, and you push the target 1 square. If the target is touching the ground, the ground within a close burst 2 centered on the target becomes difficult terrain filled with cracked rubble.[/DECK]

[SMALLCAPS]Level 27 Encounter Disciplines[/SMALLCAPS]

[DECK=Buddha Palm]Youxia Attack 27
Centered in tranquility, you have learned to place the full force of your soul behind your attacks. With an open palm blow, you emanate a wave of force that leaves a palm shaped path of destruction in its wake.
Encounter ✦ Force, Psionic, Weapon
Standard Action
Close Blast 5
Requirement: You must make this attack as an unarmed attack.
Target: Each enemy in blast
Attack: Wisdom vs. AC
Hit: 3[W] + Wisdom modifier force damage.
Effect: Make a break check against all unattended objects within the blast, using your Wisdom in place of Strength. If this attack breaks any object that would provide cover or block line of effect to another target in the blast, then determine cover or line of effect as if the object was never there. When you break an unattended object, the square it was in becomes difficult terrain.[/DECK]
[DECK=Dragon Kick]Youxia Attack 27
Your kick sends the enemy flying through the air, knocking back all obstacles in its path.
Encounter ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Primary Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage, and you push the target a number of squares equal to your Strength modifier in a straight line.
Special: If the enemy impacts an unattended object, like a wall, make a break check against it; if that check would break the object, the enemy continues to be pushed past it. If the enemy impacts another creature of equal or lesser size, make a secondary attack against that creature.
Secondary Target: One creature whose space the primary target is being pushed into.
Secondary Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and the target is pushed by the primary target as if it were bull rushing the secondary target until the primary target's forced movement comes to a stop.
Special: If the secondary target hits another creature or unattended object, repeat the secondary attack above as if it was primary target until all targets come to a stop.[/DECK]
[DECK=Sealing Grip]Youxia Attack 27
Speaking a quick mantra, you bind the target's soul against its self in a twisting pin that goes far deeper than the flesh.
Encounter ✦ Cold, Psionic, Radiant, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature grabbed by you.
Attack: Strength vs. Will
Hit: 4[W] + Strength cold and radiant damage, and the target is stunned until the end of your next turn.[/DECK]
[DECK=Surrounded on Ten Sides]Youxia Attack 27
In a flurry of palm strikes, you demonstrate your dominance of the battlefield for all to see.
Encounter ✦ Psionic, Weapon
Standard Action
Close Burst 1
Target: Each enemy in the burst that you can see
Attack: Strength or Wisdom vs. AC
Hit: 3[W] + Strength or Wisdom modifier damage, and the target is pushed 2 squares. All enemies within a close burst 10 of you are marked until the end of your next turn.
Special: When you learn this power, you must determine whether you use Strength or Wisdom to attack with this power. Once you make that choice, you can only change it by retraining this power.[/DECK]

[SMALLCAPS]Level 29 Daily Disciplines[/SMALLCAPS]

[DECK=Fortress-Shattering Blow]Youxia Attack 29
With a shout and a mighty blow, you shatter your enemy's armor, leaving the enemy covered with hundreds of small, bleeding cuts and bruises.
Daily ✦ Psionic, Weapon
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 4[W] + Strength modifier damage, and ongoing 10 damage (save ends). Until the end of the encounter, the target's AC equals the lower of its Reflex or its AC - 3.
Miss: Half damage and no ongoing damage. The target takes a -2 penalty to AC (save ends).[/DECK]
[DECK=Mountain-Crushing Grip]Youxia Attack 29
Your grip could grind a mountain into sand.
Daily ✦ Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature grabbed by you
Attack: Strength vs. Fortitude
Hit: 5[W] + Strength modifier damage, and ongoing 10 damage (escape ends). The target takes a penalty to escape your grab equal to your Dexterity modifier.
Miss: Half damage, and ongoing damage 5 (escape ends).[/DECK]
[DECK=Nerve Puppet]Youxia Attack 29
Grasping the enemy and sending waves of chi into their body, you run your foe around the battlefield like a marionette, dancing for your pleasure.
Daily ✦ Charm, Psionic, Psychic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4[W] + Wisdom modifier psychic damage, and the target is grabbed; make a secondary attack against the target.
Secondary Attack: Wisdom v. Will
Hit: The target is dominated by you (save or escape ends both domination and grab). While the target is dominated by you, you may as a free action force the target to move with you whenever you move, either voluntarily or as the result of forced movement. The target may not move more squares than its speed, and you if the target cannot stay adjacent to you during the movement, the grab ends.[/DECK]
[DECK=Soul-Severing Blow]Youxia Attack 29
The force of your blow is directed not at the body of your enemy, but at its very soul, knocking it free of its mortal shell.
Daily ✦ Necrotic, Psionic, Radiant, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Attack: Strength or Wisdom vs. AC
Hit: 4[W] + Wisdom modifier radiant and necrotic damage, and the target's soul is ejected from its body (save ends). The target has a penalty to save against this effect equal to your Wisdom modifier so long as the target's soul is not in the same space at its body when it attempts the roll.
Miss: 2[W] + Wisdom modifier radiant and necrotic damage, and the target's soul is ejected from its body until the end of its next turn.
Effect: When ejected from the body, the target's soul is pushed a number of squares equal to your Dexterity modifier. The ejected soul has the same stats at the original body, but is weakened and has insubstantial and phasing qualities. The target's body is unconscious. The target's body and soul share the same, linked hit point total, and they are considered the same target for attacks; an attack that hits both does not do double damage.[/DECK]
[SMALLCAPS]Death Touch Master[/SMALLCAPS]

"What some call chi is more than just the flow of your blood and breath, the singing of your muscle and nerve. It is the very essence of life and of your soul, and I have learned to block or divert it at will."

You have studied the flow of chi throughout the body for years and have learned where to strike to cause the most damage. While most youxia have extensive knowledge of pressure points and of how to use them to destructive effect, you have mastered the most forbidden of techniques: the death touch, mastery over life and death itself.

Requirements: Monk or Youxia

[SMALLCAPS]Death Touch Master Path Features[/SMALLCAPS]

Pressure Point Master (11th level): Whenever you spend an action point to gain an extra action, you can score a critical hit on a natural roll of 18-20 with your unarmed attacks until the end of your next turn.

Precise Touch (11th level): You have a +1 bonus to attack rolls when making unarmed attacks against Fortitude, Reflex, or Will.

Insidious Chi (16th level): Creatures have a -2 penalty to saving throws against the effects of your unarmed attack weapon powers.

[SMALLCAPS]Death Touch Master Powers[/SMALLCAPS]










[DECK=Vicious Critical]Death Touch Master Utility 12
"You don't know it yet, but you're already dead."
Encounter ✦ Psionic
No Action
Trigger: You score a critical hit with an unarmed attack.
Effect: Replace all of your critical hit bonus damage dice with d12s. You may reroll each die once but must take the new result even if it is worse than the original roll.
[/DECK]
[DECK=Quivering Palm]Death Touch Master Attack 20
With a flurry of sharp pokes, you set up a rippling cascade of chi feedback that threatens to rupture the organs in her body.
Daily ✦ Force, Psionic, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature
Primary Attack: Wisdom v. Reflex
Hit: The target is weakened (save ends). At any time during this encounter after the target saves from this condition, you may make a secondary attack against this target as a free action.
Secondary Attack: Wisdom v. Fortitude
Secondary Hit: 3[W] + Wisdom modifier damage + 1[W] damage for each round the target was subject to the weakened condition imposed by the primary attack.
Effect: If the secondary attack kills the target, you mark all enemies in sight until the end of your next turn.[/DECK]
[SMALLCAPS]Drunken Master[/SMALLCAPS]

"Old? Maybe. A fool? Maybe, but what does that make the man who couldn't even beat a drunken old fool?"

Legends tell of martial artists who have learned to disguise themselves mere drunken beggars, never giving away their true strength. They move through life disguised in plain view as something no one wants to look at. But don't take their wobbly walk, their incoherent rambling, and their seeming obliviousness to anything but the contents of their bottle at face value. The drunken master's erratic movements belie a form of self-discipline through submergence of the conscious mind and a form of control through oblivion.

Requirements: Youxia

[SMALLCAPS]Drunken Master Path Features[/SMALLCAPS]

For Medicinal Purposes (11th level): Whenever you spend an action point to gain an extra action, you may take a drink from a container of alcohol in one of your hands as a free action. If you do, you gain temporary hit points equal to your Constitution score.

Hold Your Liquor (11th level): When drunk, you can use Constitution in place of Dexterity for all Youxia class features and powers. Being drunk never results in a penalty to any attack roll, damage roll, saving throw, or other combat check nor to any ability check or skill check based on Strength, Dexterity, or Constitution.

[ For a Monk-compatible version of this paragon path, change Hold Your Liquor to allow you to substitute Constitution for either Strength or Wisdom for Monk class features and powers. ]

Wobbly Gait (16th level): Whenever you are subjected to forced movement by an enemy, you can choose to shift 1 square at the end of the movement as an immediate reaction, before any other effect, such as a follow-up attack.

[SMALLCAPS]Drunken Master Powers[/SMALLCAPS]







[DECK=Teetering Sot]Drunken Master Utility 12
No matter how you stumble and fall, you find it child's play to roll back onto your feet.
At-Will ✦ Psionic
Immediate Reaction
Trigger: You are knocked prone.
Effect: You stand up. If you were subjected to forced movement as part of the effect that knocked you prone, you may shift 1 square in the same direction as part of standing up. This is cumulative with your Wobbly Gait path feature.[/DECK]
[DECK=Beggar's Embrace]Drunken Master Attack 16
No matter how hard your enemy tries, he can't shake your overly friendly, inebriated embrace.
Daily ✦ Psionic, Stance, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature you are capable of grabbing
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier damage, and the target is grabbed. Until the end of the encounter, as long as your are adjacent to this enemy, it takes a -2 penalty to all attacks. If this enemy attempts to move or shift, you may make a grab attempt as an immediate interrupt and either immobilize the target (as normal when grabbed), or you may choose shift in the same direction as the target when it move and maintain the grab. You can choose to either release the grab or to immobilize the enemy at any time during this shared movement.[/DECK]
[SMALLCAPS]Hell Harrier Path Features[/SMALLCAPS]

"Mercy? Mercy? For a devil -- a traitor to your god? Ask for your mercy in the next life; you will find none at my hands."

You have been charged with a holy task -- to seize every last demon or devil that crosses your path and to drag them by their hair, screaming, back to whatever hellish pit they belong to. You are not a force of mercy or even necessarily justice, but a punisher and slayer of fiends. Maybe you serve the gods of good, sent to rid the land of their corrupting influence. Maybe you're the hand an evil god, sent to punish traitors and failed servants. Either way, in the name of the celestial order, there will be hell to pay.

Requirements: Youxia, trained in Religion

[SMALLCAPS]Hell Harrier Path Features[/SMALLCAPS]

Heaven's Foes (11th level): You have specialized in hurting the enemies of the gods. As the executioner of the gods' punishment decrees, your preferred foes are evil and chaotic evil creatures of immortal or elemental origin. These creatures take a -2 penalty to escape your grabs. All other creatures take a -1 penalty to escape your grabs.

Wrath of Heaven (11th level): When you spend an action point to take an extra action, you also add one-half your level radiant damage to the damage dealt by any of your standard action attacks this turn.

Inescapable Sanction (16th level): You ignore the resistances of evil and chaotic evil creatures of immortal or elemental origin.

[SMALLCAPS]Hell Harrier Powers[/SMALLCAPS]










[DECK=Catch the Blade with Your Body]Hell Harrier Utility 12
With a grunt, you take the enemy's hit and seize his arm. Now you've got him exactly where you wanted him.
Daily ✦ Psionic, Weapon
Immediate Interrupt
Trigger: An enemy hits you with an attack.
Effect: You negate any forced movement from the attack, and the enemy is now grabbed by you.[/DECK]
[DECK=Heaven Above, Hell Below]Hell Harrier Attack 20
With a heft, you lift the target up and over your head and drive it head-first into the ground with a wince-inducing crunch of bone. After a moment's pause, you release it and stand up. After a brief chant of a sutra for the dead, the demon's broken body vanishes back to his home, drug by shadowy hands in the midst of a blaze of white light.
Daily ✦ Psionic, Teleportation, Weapon
Standard Action
Melee Weapon
Requirement: You must make this attack as an unarmed attack.
Target: One creature you have grabbed.
Attack: Strength v. Fortitude
Hit: 4[W] damage, and you slide the target to the opposite side of you, knock it prone, and released it from your grab.
Special: If this reduces the target's hit points to 0 or less, and the target is an evil or chaotic evil creature of immortal or elemental origin, then the target is teleported to its home plane and cannot leave that plane for a number of centuries equal to your Strength score.[/DECK]
[SMALLCAPS]Sword of the Heavens[/SMALLCAPS]

"My blade thirsts for justice."

The true master of the sword knows that all blades have their own souls, slumbering within. The truly enlightened master of the sword knows how to stir that soul and to fight with their weapon as a partner instead of a mere tool. You have gone one step further and have truly awakened your weapon to a will of its own and have learned to harmonize the song of your own soul with it so that the two of you are one.

Requirement: Youxia; Weapon Focus feat for heavy blades, light blades, or spears.

[SMALLCAPS]Sword of the Heavens Path Features[/SMALLCAPS]

Flashing Fury (11th level): Whenever you spend an action point to gain an extra action, you may make a melee basic attacks as a minor action until the end of your next turn.

Favored Weapon (11th level): Pick a specific heavy blade, light blade, or spear to be your favored weapon. You gain +1 to attack rolls and damage rolls when wielding this weapon. You may not pick your unarmed attacks even if you have some ability that would let you treat them as a member of one of the above weapon categories (such as the Animal Style feat).

Awakened Weapon (16th level): Whenever you are wielding or carrying your favored weapon, you gain a +2 bonus to Perception and Insight checks.

[SMALLCAPS]Sword of the Heavens Powers[/SMALLCAPS]











[DECK=Sword Dance]Sword of the Heavens Utility 12
You awaken the soul of your weapon, and a ring of phantasmal copies of it hang in the air around you. As you attack, they move to copy your swing.
Daily ✦ Conjuration, Psionic, Weapon
Minor Action
Effect: The next melee or close attack you make using your favored weapon has enhanced range. Turn a melee attack effecting a single target into a close burst 1, targeting each enemy in the burst, or expand the size of a close attack by 1.[/DECK]
[DECK=Ten Thousand Blades Incarnate]Sword of the Heavens Attack 20
From within the soul of your weapon, you awaken the thousands of incarnations your blade's spirit has had before and will have long after you are gone. You throw your weapon into the air, and an uncountable number of phantasmal blades appear, hanging in the air and embedded in the ground. You begin to flicker and reappear next to each enemy, grabbing up weapons and slashing into your enemies in a flash of motion too fast to follow.
Daily ✦ Psionic, Stance, Teleportation, Weapon, Zone
Standard Action
Close Burst 10
Requirement: You must be wielding your favored weapon.
Target: Each enemy in burst that you can see
Attack: Strength v. AC
Hit: 1[W] + Strength modifier + Dexterity modifier damage. There must be an open square adjacent to each target to teleport into to attack it. If an enemy interrupts your attack, it is only considered interrupted against that enemy and not against all enemies. At the end of this attack, you may teleport to any square adjacent to a target within the burst or back to the square you made this attack from.
Effect: Until this stance ends, you may teleport next to an enemy and make a melee basic attack against it as a minor action, once per turn. You may teleport back to your starting square after the attack as a free action.
This power's effect is both a zone and a stance. If any action or effect would end the zone, the stance ends, and vice versa. At the end of the effect, your original favored weapon reappears in your hand. The weapons embedded in the ground and hanging in the air do not occupy any squares and cannot be interacted with by anyone other than you. They do not grant concealment or cover.[/DECK]
[SMALLCAPS]Tattooed Monk[/SMALLCAPS]

"These marks have meaning to me. That is enough."

You are the inheritor of an ancient tradition passed down from an ancient clan of martial artists who served at the feat of a demigod. She taught her monks how to tattoo their flesh with images that carried meaning and power behind them and how to use tattoos as focuses for their chi to create effects that could only be described as magic. After years of study and of ritual self cleansing, you are now ready to have inscribe onto your body the ancient symbols of power to turn your imagination into your enemies' nightmares.

Requirements: Monk or Youxia; any multiclass feat; Ritual Caster

[SMALLCAPS]Tattooed Monk Path Features[/SMALLCAPS]

Body of Lore (11th level): You have been trained in techniques above and beyond what any single practitioner could normally master. You have inscribed this lore on your own body, either has symbolic images or cryptic script. You gain an ability analogous to the wizard's Spellbook class feature that lets you know additional daily and utility disciplines from your psionic class, to inscribe them on your body as if it were a spellbook, and to prepare a selection of disciplines at the end of each extended rest.

Inscribed Action (11th level): You can spend an action point to replace an unexpended daily or utility discipline you have prepared with another power of the same level from your Body of Lore, instead of taking an extra action.

Tiger and Dragon (16th level): You may enchant your monk unarmed strike with a second weapon enchantment. You may only have one enchantment active at a time. At the end of a short rest, you can switch which weapon enchantment is active.

Mystic Tattoos (11th, 12th, and 20th level): Select your paragon path's encounter attack, utility power, and daily attack from your second class as if you were paragon multiclassing with that class. You may use Wisdom in place of Constitution, Intelligence, or Charisma for attack rolls and for damage when using these powers, and you may use your monk unarmed attack as an implement for your Mystic Tattoo powers.
[SMALLCAPS]Enlightened One[/SMALLCAPS]

You have grasped the essential truth of the world, but have delayed your transcendence to help save those who suffer.

Prerequisites: 21st level; Wisdom 21; training in two skills from the following list: Insight, Nature, Perception, or Religion.

The Enlightened One is someone who has reached a true understanding of the world. They have come to realize that the divisions that separate us from each other are illusionary and have grasped the essential oneness of all things. Many seekers upon reaching this moment of enlightenment immediately pass on and leave the cycle of death, rebirth, and suffering behind. However, others stay behind in the world to pass on their teachings to others and to help guide the rest of the world to the understanding they have achieved.

Youxia and clerics are the most likely characters to become Enlightened masters, but any class that values wisdom and insight has produced them.

Immortality through Example

You finally pass on and escape the cycle of reincarnation, becoming one with the entire universe and escaping individual existence. Not even the gods nor the primordials know what happens to you. However, your words and your teachings live on to forever inspire future students to follow in the same path towards enlightenment that you walked.

Enlightened One Features
All Enlightened Ones have the following class features.

Wisdom of the Master (21st): You add +2 to all Wisdom-based skills. Furthermore, Diplomacy and Endurance are now based on Wisdom for you.

The World is an Illusion (24th): Three times per day, when you are affected by an attack or other ability that would reduce you to 0 hit points or less, you may make a saving throw with a bonus equal to your Wisdom modifier. If you make this saving throw, you completely ignore all effects of the attack as it passes through you.

Transcendent Being (30th): You automatically succeed at any saving throws made at the end of your turn against ongoing effects. This ability does not apply to any saving throws made for any other reason nor at any other time, including those granted by powers used by allies.






[SMALLCAPS]Designer's Notes[/SMALLCAPS]

[SMALLCAPS]Version 2.0[/SMALLCAPS]

It's been a year since I initially posted this class. In that time, we've seen several important new products for 4e that have given me reason to rethink elements of this class. We've seen two new Defenders: the Warden and the Swordmage. We've seen an example of a good lightly armored melee class: the Avenger. We've seen some new and interesting ways of building powers in Martial Power, the PH2, and a few Dragon articles. Most importantly, we now have a playtest of the new 4e Monk.

Since this class was intended to be a monk-like Defender, this new article is highly influential as to where we should take the class. Ki is being scrapped as a power source idea, and with it goes a lot of my stylistic problems in trying to peg where Ki powers should sit on the realism vs. fantasy scale. With that goes my Unarmed Strike / Talisman / Tattooed Monk system; the proposed Unarmed Combatant class feature of the monk is simpler and easier, and I'll be adopting that.

One big difference between us is how we allocated ability scores and how we dealt with the whole "external" vs. "internal" martial art divide. The designers used weapons v. implements, and I used the choice of primary attributes. I think I'm going to be keeping my system to (at the very least) give some differentiation between the concepts. Also, I don't think I'll be adopting the Full Discipline keyword for similar reasons. It's a neat idea, but I don't want the youxia to become a wholesale copy of the 4e monk.

[SMALLCAPS]Armor Class[/SMALLCAPS]

The AC bonus is intended to roughly track with a two-handed Fighter or Paladin in plate armor.

AC/Ref by Level*<br /> Level Ench. Plate Wise (Cloth) Strong (Hide) Wizard<br /> 1 0 18/13 18/14 18/13 13/13<br /> 4 1 21/16 21/17 21/16 16/16<br /> 8 2 24/20 25/21 25/20 20/20<br /> 11 3 26/22 28/23 27/22 22/22<br /> 14 3 28/25 31/26 32/25 25/25<br /> 18 4 34/28 35/29 34/28 29/28<br /> 21 5 36/31 38/31 37/31 32/31<br /> 24 5 38/33 40/34 39/33 34/33<br /> 28 6 44/37 45/38 44/37 39/37

* The above chart assumes that the attribute you use to determine AC & Reflex starts at 16, and you always spend attribute points on it as you go up in levels. It also assumes that you obtain +X magic armor and neck slot items at a level equal to the item level of each bonus (after 1st level).
** Typical attack bonuses (starting w/ Str 16 & a greatsword): 6 9 13 15 18 21 24 26 30

[SMALLCAPS]The Class Mark[/SMALLCAPS]

The Fighter's mark makes him act like a tar pit and lets him take retribution for attacks on nearby allies. The Paladin's mark punishes those too cowardly to face her. The Swordmage and Warden are quite varied but are mostly reactive. The Youxia's mark is more defense than offensive; it blocks and interferes with attacks on guarded allies. It singles out the strong at range and fends off mobs up close.

Vs. the Fighter
Pros: Directly defends allies rather than tangling up and punishing enemies with damage after the blow.
Cons: Can't stop enemies from running away from you.

Vs. the Paladin
Pros: Doesn't require engagement per se. You can mark and ignore an enemy or stay on an ally.
Cons: Does little if an enemy moves away and goes after an isolated ally. Not persistent and no damage.

Vs. the Assault Swordmage and Entangling Swordmage
Pros: Stronger defensive focus. The A.S. & S.S. are reactive punishers more than defenders.
Cons: The Youxia has to stay on top or either its marked enemy or its defended allies. Both the A.S. & E.S. can let a monster wander away a bit and still do their job.

Vs. the Shielding Swordmage
Pros: Not being hit is far better than taking less damage, especially by Epic tier.
Cons: The S.S. has more space to work in. A Youxia has to grapple or work hard to keep on top of an enemy and apply its mark's major effect.

Vs. the Warden
Pros: Doesn't need a successful attack roll to work; isn't limited to once per round.
Cons: Less versatile and again works without needing to be on top of an enemy or ally.

One major limitation is that unless you grapple an enemy to stay on top of it, the enemy can back away and attack any ally you aren't adjacent to with only minor inconvenience. If you aren't a grappling focused defender, you're likely going to have to stay on top of the most vulnerable members of the party, and that make you less useful as a Defender if the enemy you're trying to ward off uses a lot of close or area attacks.
Version 2 Changelog
  • Version 2.0 (5/14/2009): Initial 2009 update.
    • Class features: Reduced the number of skill picks you receive to 4 total. Redid the weapon and armor proficiencies. Changed the unarmed and unarmored combat features to simplify them. Reworked the Path of Mastery class feature and added a third path (in the spirit of "Martial Power" and "Arcane Power"). Simplified and renamed the class marking feature.
    • Too many powers to list received minor tweaks and changes to make them more clear and better balanced. I did a lot of clean up after having spent some time with MP, PH2, & AP, and I thought most of the suggestions by posters in this thread since last update (especially PaladinOnline's in post #143) were a good idea, so I included them.
    • I nerfed flurried fists after seeing what the tempest fighter does with extra attacks, and renamed it to torrent of blows to avoid confusion with the monk class feature.
    • I did a major rewrite and simplification of the Tattooed Monk in the wake of the decision to go with the Monk's Unarmed Combatant class feature.


Version 1 Changelog
  • Version 1.0 (6/20/2008): Initial, posted revision.
  • Version 1.1 (6/24/2008): Replaced the effects of Disdainful Kick and Somnolent Strike. Upgraded the damage for several Heroic tier powers: Inevitable Blow, Wind Stealing Strike, and Shoulder Nerve Strike. Reworded Driving Thrust.
  • Version 1.2 (6/25/2008): Changed the name of the class from wuxia to wulin xia, changed some fluff, and added a link to a nice article on wuxia films.
  • Version 1.3 (7/02/2008): Cleaned up several typos and adjusted some text to more closely conform to the PHB. Changed the Death Touch Masters Quivering Palm to allow an intimidating, delayed damage effect. Swapped Scorn the Blaze and Ogre-Pinning Stance between 10th & 16th and clarified the effect of the former. Renamed Stone Crushing Grip to Mountain Crushing Grip. Rebalanced Flurried Fists and Wind Stealing Strike. Changed Pendulum Strike to be more useful. Completely replaced Willow Strike and turned it from a Utility power to a Daily Stance. Changed Rolling Wave and Falling Pine to better deal with obstacles. Changed Guiding Weave to a Daily. Greatly simplified Eye of the Hurricane and Sword Catch.
  • Version 1.4 (7/03/2008): Added four new powers: Ghost Cat's Robbery, Bamboo Serenity, Tsunami Splitting Shout, Curse Consuming Breath; moved Ogre-Pinning Stance and God-Pinning Stance from Encounter to Daily powers, retooled Guiding Weave some more to make it a stance.
  • Version 1.5 (7/04/2008): Tightened up the wording of Ten Thousand Blades Incarnate.
  • Version 1.6 (7/09/2008): Clarified that wulin talismans and Inner Strength do not stack. Tweaked the language of the Staff Lunge feat.
Reserved: Spillover Space 2.
Still haven't read it all, but I'll start out by saying Bravo
typo

Desigber's Notes

Brilliant!

I hated Monks (all editions) but I could play this!

Very nice job. Definately snooched for my game.

WildWalker
Having a character class called "the wuxia" is, in terms of what the word actually means (rather than teh humpty-dumptyism of what you choose it to mean) is like having a class called "the wild western" or "the gangster flick".

Other than that, looks good.
ooh... lot and lots of white screen space... pwetty! If I don't reply in a timely manner, it is because this forum is still so borked that it was impossible to use the "post reply" screen in a timely manner.
"the wild western" or "the gangster flick".

More like naming a class the Noir it's french so it sounds cool.

Wuxia is chinese so it sounds cool, that's the important part.
typo

The irony is that that was the result of me haphazardly fixing it when it originally said "Desinger's Notes." I was in such a hurry to go through and bold all of the unimpressive "SmallCaps" text that I didn't notice that I made another typo in its place. (Cue Nelson.) :raincloud

Having a character class called "the wuxia" is, in terms of what the word actually means (rather than teh humpty-dumptyism of what you choose it to mean) is like having a class called "the wild western" or "the gangster flick".

Other than that, looks good.

If you've got some better ideas, I'd love to hear it. I didn't want to use Monk or Swordsage since that meant that I'd have to cleave much closer to the original 3e (and earlier) classes. I was surprised to learn that the term mean literally "martial arts hero." "Wu" = martial. "Xia" = hero, so as far as I can tell, it's more like calling the class "gangster" than "gangster flick."

I agonized over that decision for several days. The Chinese dictionaries I looked through all said that "wuxia" can be used to describe a person and not just the genre, but not being a Chinese speaker myself, I'm not sure that I'm not very off on that.

I thought about Xiake, but it sounds pretty horrible to the Western ear. Xia, Youxia, and Xiashi came up in a search, but I don't understand the subtle difference between them all. An hour of searching couldn't come up with the simple phrase for a Wushu practitioner, so that's what I went with.

So, yeah... Any better ideas would be appreciated. ANY. I'll practically take any suggestion that doesn't sound horrible or overlap with existing source material (and which covers all the things the class does).
Hit: The target is put to sleep (save ends).

there is no sleep condition. Change it to Unconscious
there is no sleep condition. Change it to Unconscious

Ah, true. Thanks for catching that. Any balance concerns with the power? That was one I wasn't sure about.

Not surprisingly, given the source of inspiration, I had a lot easier of a time coming up with Epic & Paragon daily powers than Heroic dailies. Conversely, I had an easier time coming up with Heroic encounter powers that weren't unbalanced than I did Epic ones, since it's easier to imagine repeatable effects as "mundane" and one shot powers as "fantastic."
Any balance concerns with the power?

Unconsciousness can remove a Solo monsters entire turn. The sleep spell balances this by giving them a save first.

Perhaps a save instead of the secondary attack.
Disdainful Kick, is awesome
Wuxia translates to (IIRC) Martial arts heroes, as in plural. This class is pretty cool , can't think of a better name though. Wushu Apprentice/Master? Wushu Brawler/Fighter? Idk, just suggestions.
I like the flavor of disdainful kick but as far as I can tell it's actually worse than serpent lunge which attacks that same defense and does the exact same amount of damage. Why on earth would I ever take a power that removes a negative status from an enemy? I would suggest making it 2[W].
That would make up for the fact that the power is highly situational and removes a status effect.
Unconsciousness can remove a Solo monsters entire turn. The sleep spell balances this by giving them a save first.

Perhaps a save instead of the secondary attack.

Yeah. I'm not sure how to balance it with sleep without making it completely underpowered; I might just have to rip it out and replace it with a totally different power. Killing a single turn doesn't seem to bad (compared "stunned until the end of your next turn"), and solos get +5 to their saving throws, so I wasn't too worried about that, but I'm remembering reports from the Delve of groups that got lucky with the black dragon's saves.

...

How about if I let the creature be awakened as soon as it takes damage (as opposed to the sleep spell? That would make it more of a tactical, "we'll deal with you later" power than a "let's all wail on the sleeping dragon while the DM throws his unlucky dice at the wall" power.

Actually, in that sense -- as a guard disabler instead of an attack meant to render a victim helpless to the Eighteen Brassmen of Shaolin -- I might even be able to justify a penalty to the save or removing it entirely and making it last until the end of the encounter. Part of me also wants to give it a minor, short-term memory blocking ability to make it as much a utility power as a combat one.

What do you think? Balance v. cool can be hard sometimes.

Disdainful Kick, is awesome

Thanks. Usually, standing up from being kicked is more of a reflect of the opponent's martial arts prowess in these films, but I felt this preserved the feel nicely.
I like the flavor of disdainful kick but as far as I can tell it's actually worse than serpent lunge which attacks that same defense and does the exact same amount of damage. Why on earth would I ever take a power that removes a negative status from an enemy? I would suggest making it 2[W].
That would make up for the fact that the power is highly situational and removes a status effect.

(Ninja'ed!)
Style, mostly. Maybe I should consider having it push the target 1 square too. I was thinking that 1[W] + mod1 + mod2 was more damage than 2[W] + mod1 when your weapon is a 1d8 weapon, but that isn't true until higher levels.

Since it is situational, even though being knocked prone is a very common condition against this class, maybe I should up the damage a bit.

What about...?
Hit: 2[W] + Strength modifier damage, and you push the target 1 square. The target is no longer prone.
or...
Hit: 2[W] + Strength modifier + Dexterity modifier damage, and the target is no longer prone.

It does seem strictly inferior to steel serpent strike as is... Which idea does everyone like best?
Wuxia translates to (IIRC) Martial arts heroes, as in plural. This class is pretty cool , can't think of a better name though. Wushu Apprentice/Master? Wushu Brawler/Fighter? Idk, just suggestions.

I'm trying to avoid dual-word names. My original name for the class was Wuxia Warrior, but I felt it was too much of a mouthful as a 5 syllable name. Keep up the suggestions, though.

And tell me if you disagree about any of the reasons I might reject a suggestion, like the length of the name mentioned above. These aren't hard rules (except for the one about not duplicating names used in previous editions to avoid confusion or the baggage of expectations); these are just fuzzy inclinations. My aesthetic sense is not more important than that of everyone else who might consider using the class, and I've readily admitted that I can't think of a good name, so please keep it up.

(Of course, neither can WotC, so I'm at least in good company. Crushgrip constrictor, anyone?)
The best meaningful translation I can find would seem to be wushu-zhe (hyphen optional), -zhe being a suffix which roughly means "practitioner of X".

Of course, if it were up to me, thsi class would be called "martial artist".
ooh... lot and lots of white screen space... pwetty! If I don't reply in a timely manner, it is because this forum is still so borked that it was impossible to use the "post reply" screen in a timely manner.
Naming suggestion: Xia, since that's what the heroes of wuxia-stories are called. 'Wuxia' could technically mean 'martial hero', but it's not really used that way.

At least you didn't use it as a synonym for qing-gong. That would've been unforgivable.

The Greendale Campaign

 

I was there at the dawn of the Third-and-a-Halfth Age of Dungeons & Dragons. I saw action during the Crisis of Infinite Foundations, stood on the ramparts of the Citadel of Mirth, delved deep into the debauchery of the Forum of the Adult, and fought alongside the Infernal Bovine on the fields of the Eberron War. I weathered the Ponystorm. I witnessed as the orcs came for the wizos, and I wept mightily. I saw the realm crack as the Fourth Age came upon us, and I witnessed the eldritch tendrils of the dread Gleemax. Now I watch as the winds of change sweep the land as the Fifth Age is dawning. I have walked these Boarderlands for many a long year, and bear many scars in my soul. Yet I remain the White Sorcerer, ever in your service. TWS out.

The best meaningful translation I can find would seem to be wushu-zhe (hyphen optional), -zhe being a suffix which roughly means "practitioner of X".

Of course, if it were up to me, thsi class would be called "martial artist".

I did consider just plain old "martial artist," but since I found a lot of inspiration in the more fantastic abilities that some wuxia film characters have, I worried about upsetting people who would come expecting a film starring Bruce Lee and finding instead one directed by Yimou Zhang.

Naming suggestion: Xia, since that's what the heroes of wuxia-stories are called. 'Wuxia' could technically mean 'martial hero', but it's not really used that way.

Is that what's most commonly used by Chinese speakers? If so, that's a powerful point in its favor.

What do other people think about that idea?
First of all I was trying to build a monk and you stole the thoughts out of my head anyway why not Bedoka witch is japanese for martial artist (I think dont speak the language)

another idea sence this wuxia is so devoted to his cause I typed monk into a thasuarus and one of the words that came out was "Votary"

o·ta·ry Audio Help /ˈvoʊtəri/ Pronunciation Key - Show Spelled Pronunciation[voh-tuh-ree] Pronunciation Key - Show IPA Pronunciation noun, plural -ries, adjective
–noun Also, vo·ta·rist.
1. a person who is bound by solemn religious vows, as a monk or a nun.
2. an adherent of a religion or cult; a worshiper of a particular deity or sacred personage.
3. a person who is devoted or addicted to some subject or pursuit: a votary of jazz.
4. a devoted follower or admirer.
–adjective
5. consecrated by a vow.
6. of or pertaining to a vow.

number 3 is the definition I would use . I think it fits. A bit of an obscure refrance but thats not a bad thing eather.
Is that what's most commonly used by Chinese speakers? If so, that's a powerful point in its favor.

Not being one, I can't be 100% certain, but AFAIK yes. It might not be a good name for the class, though, since it refers to heroes specifically. Villains are not xia.

I know there is a generic term for members of the Wulin (martial world), but I can't for the life of me remember what it is.

The Greendale Campaign

 

I was there at the dawn of the Third-and-a-Halfth Age of Dungeons & Dragons. I saw action during the Crisis of Infinite Foundations, stood on the ramparts of the Citadel of Mirth, delved deep into the debauchery of the Forum of the Adult, and fought alongside the Infernal Bovine on the fields of the Eberron War. I weathered the Ponystorm. I witnessed as the orcs came for the wizos, and I wept mightily. I saw the realm crack as the Fourth Age came upon us, and I witnessed the eldritch tendrils of the dread Gleemax. Now I watch as the winds of change sweep the land as the Fifth Age is dawning. I have walked these Boarderlands for many a long year, and bear many scars in my soul. Yet I remain the White Sorcerer, ever in your service. TWS out.

Why not just call them Wulin (武林)? Literally, it means martial forest, but it refers to the majority of the martial world, as The White Sorcerer mentioned. By calling them Wulin, it can imply that they are members of this martial fraternity.
heh a solid enough class that there are more arguments about the name then about the abilities
Why not just call them Wulin (武林)? Literally, it means martial forest, but it refers to the majority of the martial world, as The White Sorcerer mentioned. By calling them Wulin, it can imply that they are members of this martial fraternity.

No, that's like calling a cowboy 'Wild West'.

The Greendale Campaign

 

I was there at the dawn of the Third-and-a-Halfth Age of Dungeons & Dragons. I saw action during the Crisis of Infinite Foundations, stood on the ramparts of the Citadel of Mirth, delved deep into the debauchery of the Forum of the Adult, and fought alongside the Infernal Bovine on the fields of the Eberron War. I weathered the Ponystorm. I witnessed as the orcs came for the wizos, and I wept mightily. I saw the realm crack as the Fourth Age came upon us, and I witnessed the eldritch tendrils of the dread Gleemax. Now I watch as the winds of change sweep the land as the Fifth Age is dawning. I have walked these Boarderlands for many a long year, and bear many scars in my soul. Yet I remain the White Sorcerer, ever in your service. TWS out.

that's like calling a cowboy 'Wild West'.

Wild West is a pretty cool name.
The name throws me for a loop as well. Isn't it like a genre? Wouldn't that be like calling a class "noir" when you're going for a dark, detective-like character archetype?

...


Oh snap! *starts making powers for his new "noir" class*
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Wild West is a pretty cool name.

It'd be an awesome character name. I'll clarify, though, just in case.

Calling the class 'wulin' is like callin cowboys 'wild wests'.

The Greendale Campaign

 

I was there at the dawn of the Third-and-a-Halfth Age of Dungeons & Dragons. I saw action during the Crisis of Infinite Foundations, stood on the ramparts of the Citadel of Mirth, delved deep into the debauchery of the Forum of the Adult, and fought alongside the Infernal Bovine on the fields of the Eberron War. I weathered the Ponystorm. I witnessed as the orcs came for the wizos, and I wept mightily. I saw the realm crack as the Fourth Age came upon us, and I witnessed the eldritch tendrils of the dread Gleemax. Now I watch as the winds of change sweep the land as the Fifth Age is dawning. I have walked these Boarderlands for many a long year, and bear many scars in my soul. Yet I remain the White Sorcerer, ever in your service. TWS out.

heh a solid enough class that there are more arguments about the name then about the abilities

I do feel kind of complemented by that, but a niggling part of me wonders if the lack of critique is the sheer bulk of the material more than an solid design work on my part. It's easy for eyes to gloss over when reading all of this. (That's how I keep finding typos every now and then when I go back to fix things.)

If no one has any further input on them, later tonight I'm going to change Somnolent Fist and Disdainful Kick in accordance with the suggestions made earlier.

Somnolent Fist will be changed to an "until end of encounter" unconsciousness that is instantly broken upon taking any form of damage.

Disdainful Kick will change to 2[W] + Strength, push 1, & stand up.