Meridian Master (Monk/Alchemist)

Through study of ancient texts and the tutelage of elder monks versed in the secrets of physiognomy, anatomy and herbal medicine, meridian masters excel at both hindering foes and healing their allies. The meridian master is both a potent warrior and a competent healer, though he prefers to allow his allies to bear the brunt of a battle. While his precision strikes to the nervous system can incapacitate opponents, the meridian master is highly skilled at concocting herbal curatives that offset a variety of conditions and ailments. Though often viewed as eccentric, their herbal expertise, wholesome living, and calm demeanor have ironically labeled them as nature-loving pacifists. Fortunately, this label is quickly shattered once they use their feared meridian strike to tear the most vile of foes down to size. (Original Concept by Oceanshieldwolf)

Primary Class: Monk.

Secondary Class: Alchemist.

Alignment: Any lawful.

Hit Dice: d8.

Bonus Skills and Ranks: The meridian master may select three alchemist skills to add to his class skills in addition to the normal monk class skills, one of which must be Heal. The meridian master gains a number of ranks at each level equal to 4 + Int modifier.

Weapon and Armor Proficiency: The meridian master is proficient with brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear, and temple sword*. The meridian master is not proficient with any type of armor or with shields. (*Advanced Player’s Guide)

Ancient Medicine (Su): At 1st level, a meridian master becomes a master of creating balms, salves, and other curatives from natural herbs and roots. When using Craft (alchemy) to create an herbal item, a meridian master gains a competence bonus equal to his class level on the Craft (alchemy) check. A meridian master can use Craft (alchemy) to create any of the following herb-based substances: antiplague* (DC 25), antitoxins (DC 25), bloodblock** (DC 25), bodybalm** (DC 25), nashadir* (DC 20), smelling salts* (DC 20), soothe syrup* (DC 15), terra sap (distilled)** (DC 15), and vermin repellant** (DC 20). In addition, a meridian master can use Craft (alchemy) to identify poisons as if using detect poison. He must hold the poison for 1 round to make such a check. This ability replaces the bonus feat gained at 1st level. (*Advanced Player’s Guide, **Adventurer’s Armory)

Healing Tradition (Ex): At 1st level, a meridian master gains a +4 bonus on all Heal checks.

Meridian Strike (Ex): At 1st level, a meridian master has mastered the ancient technique of manipulating pressure points, allowing him to cause weakness and intense pain or heal injuries more quickly. The meridian master may attempt a meridian strike a number of times per day equal to his meridian master level, plus one more time per day for every four levels he has in classes other than meridian master. When the meridian master makes an unarmed strike, she also deals 1 point of Strength or Dexterity damage, decided by the meridian master, by striking at an opponent’s vital pressure points. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by attack. A meridian master receives a +10 insight bonus on Heal checks made to heal ability damage caused by his meridian strike.

Alternatively, a meridian master can stimulate pressure points, allowing him to accelerate the natural healing of the target. The meridian master makes a DC 15 Heal check. If the check is successful, the creature recovers hit points or ability score points (lost to ability damage) at twice the normal rate for 24 hours: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. A meridian master also receives a +10 insight bonus on Heal checks made to increase the natural healing rate by means of his meridian strike.

At 4th level, and every 4 levels thereafter, the meridian master can use his meridian strike to apply a condition to the target or treat one that that target is already suffering from. The bestowal or removal of this condition replaces the ability damage or accelerated natural healing effect for 1 round. A successful Fortitude saving throw (DC 10 + 1/2 the meridian master’s level + his Wisdom modifier) negates any condition applied by the meridian master’s unarmed attack.

At 4th level, he can choose to make the target fatigued or remove the fatigued condition.

At 8th level, he can make the target sickened for 1 minute or remove the sickened condition.

At 12th level, he can make the target staggered for 1d6+1 rounds or remove the staggered condition.

At 16th level, he can permanently blind or deafen the target or remove the blinded or deafened condition.

At 20th level, he can paralyze the target for 1d6+1 rounds or remove the paralyzed condition.

The meridian master must choose which condition he with either apply or remove before the attack roll is made. These effects do not stack with themselves (a creature sickened by a meridian strike cannot become nauseated if hit by a meridian strike again), but additional hits do increase the duration. This ability replaces stunning fist.

Mystic Triage (Sp): At 1st level, a meridian master can use bleed, detect poison, or stabilize as a spell-like ability a number of times per day equal to 3 + his Wisdom modifier.

Unarmed Strike: This is exactly like the monk’s ability of the same name, except that the meridian master deals unarmed damage as shown on Table: Meridian master.

Fast Movement (Ex): At 3rd level, a meridian master's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a medium or heavy load. Apply this bonus before modifying the meridian master's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the meridian master's land speed. This ability replaces maneuver training.

Discoveries: At 4th level and every four levels thereafter, a meridian master gains and alchemist discovery. The meridian master may only choose discoveries related to extracts and potions. This ability replaces high jump, abundant step, diamond soul, quivering palm, and empty body.

Ki Extracts: Beginning at 4th level, a meridian master gains the alchemist’s extract ability, but creates extracts drawn from the meridian master’s formulae list. Like alchemists, a meridian master can create only a certain number of extracts of each spell level per day. His base daily allotment of extracts is given on Table: Meridian master. In addition, he receives bonus extracts per day if he has a high Wisdom score.

Through 3rd level, a meridian master has no caster level. At 4th level and higher, his caster level is equal to his meridian master level –3. This ability otherwise functions as the alchemist’s extracts and replaces flurry of blows, fast movement, and slow fall.

Ki Pool (Su): This is exactly like the monk ability of the same name, except for the following change. A meridian master cannot use his ki pool to make the one additional attack at his highest attack bonus when making a flurry of blows attack normally granted by this ability. In its place, the meridian master can use his ki pool to do the following.

By spending 1 point from his ki pool, a meridian master uses his knowledge of the anatomy to strike an opponent in a vital spot, even if the target is not flat-footed. The meridian master makes a single unarmed strike at his highest attack bonus. If the attack is successful, the meridian master deals extra damage (called “precision damage”) as if the opponent was flat-footed, in addition to his normal unarmed damage. This extra damage is 1d6 at 4th level, and increases by 1d6 every five meridian master levels thereafter, to a maximum of 4d6 at 19th level. The target is considered to be flat-footed by the meridian master only for the sole purpose of this attack. The opponent is not considered to be flat-footed by any other creature during this attack, unless the target has the flat-footed condition. Should the meridian master score a critical hit with this attack, this extra damage is not multiplied. Ranged attacks do not count as unarmed strikes.

Spontaneous Brewing (Su): At 4th level, a good meridian master (or a neutral meridian master) can channel ki energy into healing extracts that he did not prepare ahead of time. The meridian master can spend 1 point from his ki pool to change any prepared extract into a cure, neutralize poison, or remove disease extract of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil meridian master (or a neutral meridian master) can't convert prepared extracts to cure extracts but can convert them to inflict, contagion, or poison extracts (an inflict spell is one with “inflict” in its name).

A meridian master who is neither good nor evil must choose at first level whether he will be treated as good or evil for this ability. Once the player makes this choice, it cannot be reversed except through a change in the alignment of the meridian master. If the meridian master does change alignment to the opposite of his chosen spontaneous extracts, he loses this ability for a number of weeks equal to his meridian master level, or until he receives the equivalent of an atonement spell. After atonement or the appropriate passage of time, his spontaneous brewing ability matches his new alignment.

MERIDIAN MASTER FORMULAE LIST

Meridian masters gain access to the following formulae.

1st-Level Meridian Master Spells—abjuring step†, crafter’s fortune*, cure light wounds, delay poison, diagnose disease, endure elements, expeditious retreat, inflict light wounds, jump, keen senses*, longshot†, negate aroma*, poly purpose panacea**, see alignment†, stone fist*, true strike.

2nd-Level Meridian Master Spells—ablative barrier†, acute sense**, aid, alchemical allocation*, barkskin, bear’s endurance, bull’s strength, cat’s grace, certain grip†, cure moderate wounds, darkvision, defensive shock**, eagle’s splendor, elemental touch*, fox’s cunning, inflict moderate wounds, kinetic reverberation†, monstrous physique I**, owl’s wisdom, perceive cues*, poison, protection from arrows, resist energy, restoration (lesser), see invisibility, touch injection†, undetectable alignment.

3rd-Level Meridian Master Spells—absorb toxicity†, absorbing touch*, age resistance (lesser)**, amplify elixir*, burst of speed†, contagion, cure serious wounds, delay poison (communal)†, draconic reservoir*, elemental aura*, haste, heroism, inflict serious wounds, neutralize poison, nondetection, protection from energy, remove blindness/deafness, remove curse, remove disease, resinous skin†, sacred bond*, water breathing.

4th-Level Meridian Master Spells—age resistance**, cure critical wounds, darkvision (greater)**, death ward, discern lies, dragon’s breath*, fire shield, freedom of movement, inflict critical wounds, monstrous physique II**, restoration, spell immunity, stoneskin, universal formula*.

Table: Meridian Master