The following prestige class originally appeared in Dragon Magazine #281. It is copyright 2001 Dragon Magazine, WotC and Bruce Cordell.
The Zerth Cenobite studies the nature of time and his body's movement. This is the core of the martial art zerthin that they train in. This is only taught at Zerth'Ad'Lun, a monestery in the plane of Limbo. This may be freely ulticlassed with the Monk class.
BAB:
+4
Align:
Any Lawful
Skills:
Knowledge (Planes) 8
Feats: Improved
Unarmed Strike, Deflect Arrows, Dodge, Mobility
Special: Must find
the monastery Zerth'Ad'Lun amidst the chaos of Limbo, successfully petition
the sensei for membership and
complete a unique trial determined by the sensei.
Level
|
Attack+
|
Fort+
|
Ref+
|
Will+
|
Special
|
1
|
+0
|
+2
|
+2
|
+2
|
Student of Perfection, Sense of Fate |
2
|
+1 |
+3
|
+3
|
+3
|
Combat Foresight |
3
|
+2
|
+3
|
+3
|
+3
|
Danger Sense |
4
|
+3
|
+4
|
+4
|
+4
|
Improved Foresight |
5
|
+3
|
+4
|
+4
|
+4
|
Insight, Ki Strike +1 |
6
|
+4
|
+5
|
+5
|
+5
|
Time Step |
7
|
+5
|
+5
|
+5
|
+5
|
Discerning Attack |
8
|
+6
|
+6
|
+6
|
+6
|
Timeless Body, Ki Strike +2 |
9
|
+6
|
+6
|
+6
|
+6
|
Improved Insight |
10
|
+7
|
+7
|
+7
|
+7
|
Timeless, Ki Strike +3 |
Skill points at each level: 4+Int modifier
The Zerth Cenobite's class skills and their key abilities are: Balance (Dex),
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist
(Dex), Hide (Dex), Jump (Str), Knowledge (Planes) (Int), Listen (Wis), Move
Silently (Dex), Perform (Cha), Profession (Wis), Tumble (Dex).
HD:
d8
Weapon and Armor Proficiencies: Cenobites are proficient with Monk
weapon proficiencies and gains the same advantages for
using a kama, nunchaku or siangham as does a monk.
They are proficient with no armor or shields.
Student of Perfection (Ex): The Cenobite gains the unarmed attack
bonus of a Monk equal to his Cenobite levels + Monk levels.
If no levels of Monk were ever taken, then they gain
the bonus equal to their Cenobite level.
Sense Fate (Ex): The Cenobite may reroll one roll that was just made,
once per day. The results must be taken even if they are
worse. This is cumulative with the Luck domain power.
Combat Foresight (Ex): The Cenobite gains a +1 insight bonus to attack
rolls.
Danger Sense (Ex): Gains a +2 dodge bonus to AC vs. traps and trap
attacks.
Improved Foresight (Ex): The Cenobite gains a +2 insight bonus on
attacks and +1 insight bonus to damage. This supercedes
Combat foresight.
Insight (Ex): 1/day, the Cenobite gains a +2 insight bonus that can
be used for any roll. As per the stacking rules, this does not
stack with other insight bonuses.
Ki Strike (Su): The unarmed attacks of a Cenobite are considered enchanted
by the listed bonus to determine if they may
damage a creature with damage reduction. This does
not increase attack rolls or damage rolls. This does no stack with the
standard Monk ability of the same name.
Time Step (Su): The Cenobite may step forwrd into time (never backwards)
a number of rounds equal to his wisdom bonus.
The Cenobite seems to disappear, reappearing in the
same spot and orientation he was in when the appropriate round comes up.
For the Cenobite, no time has passed. This may be
used 1/day. If that space is occupied when he returns, he appears in the
closest unoccupied space in his original orientation.
Discerning Attack (Su): The Cenobite may use this ability 1/round,
but no more than a number of times qual to his Cenobite
levels/day. He must use it vs. an opponent who was
struck by his unarmed attacks. The use of this ability must be stated before
the attack, a miss results in the loss of that use.
If the foe is struck, he gains damage rolled, plus the foe must make a Fortitude
save at DC 10 + Cenobite level + Cenobite Wis modifier
or take double damage. If the attack results in a critical, the damage is
tripled (x3). Creatures immune to critical hits cannot
be affected by this ability.
Timeless Body (Su): The Cenobite no longer suffers the penalties for
aging and cannot be magically aged. Bonuses still accrue
and the Monk still des of old age when his time comes.
Any penalties suffered prior to this ability are still in place.
Timeless (Su): 1/day, the Cenobite may move so swiftly as to make
all other creatures seem to be frozen although they are
moving at their normal speed. The Cenobite may move
freely a number of rounds of apparent time equal to his wisdom modifier.
Normal and magical fire, cold, gas and the like can
still harm him. While timeless, other creatures are invulnerable to the Cenobites
attacks; however, he may set up spell and psionic
effects that will take effect when his Timeless period ends. The character
may
not move or harm items held, carried, or worn by a
creature stuck in normal time, but he may affect any item that is not in
possession by anyone else. He may not enter an anti-magic
field, or areas covered by protection from alignment or magic circle
spells (if they apply to the Cenobite).