Monk, Astoran
For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
Monks excel at overcoming even the most daunting perils, striking where it’s least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.
Astoran and Shan Lun Monks:
While both are called monks, those following the teachings of the Astoran mainland or the teachings of the island nation of Shan Lun differ on many fundamental levels, and as such are represented as distinct classes. Details on the Shan Lun monk can be found here: Monk, Shan Lun
Alignment
Usually Lawful.Hit Dice
1d10Proficiencies
- Armor: Monks are trained to be light on their feet, and are not proficient with any type of armor or shield. While wearing armor, using a shield, or carrying a medium or heavy load, a monk loses their AC bonus, as well as their fast movement and flurry of blows abilities.
- Weapons: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
- Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
- Skill Points Per Level: 4 + Int modifier.
Class Features
All of the following are features of the Monk class.Unarmed Strike (Ex)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply their full Strength bonus on damage rolls for all their unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated both as a Manufactured Weapon and a Natural Weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with their unarmed strikes than a normal person would, as shown on Table: Astoran Monk. The unarmed damage on Table: Astoran Monk is for Medium monks. A Small monk deals less damage than the amount given there with their unarmed attacks, while a Large monk deals more damage.Flurry of Blows (Ex)
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at their highest base attack bonus. This additional attack stacks with the bonus attacks from Haste and other similar effects. When using this ability, the monk can make these attacks with any combination of their unarmed strikes and weapons that have the monk special weapon quality. They take no penalty for using multiple weapons when making a flurry of blows, but they do not gain any additional attacks beyond what’s already granted by the flurry for doing so. (They can still gain additional attacks from a high base attack bonus, from this ability, and from Haste and similar effects). At 11th level, a monk can make an additional attack at their highest base attack bonus whenever they make a flurry of blows. This stacks with the first attack from this ability and additional attacks from Haste and similar effects.Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if they do not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of their Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.- At 4th level, the monk can choose to make the target Fatigued. At 8th level, they can make the target Sickened for 1 minute.
- At 12th level, they can make the target Staggered for 1d6+1 rounds.
- At 16th level, they can make the target permanently Blinded or Deafened.
- At 20th level, they can cause the target to become Paralyzed for 1d6+1 rounds.
Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Deft Maneuvers, Gorgon's Fist, Powerful Maneuvers. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.AC Bonus
When unarmored and unencumbered, the monk adds their Wisdom bonus (if any) to their AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against Touch Attacks or when the monk is Flat-Footed. They lose these bonuses when they are Paralyzed or Helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.Evasion (Ex)
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if a monk is wearing light armor or no armor. A Helpless monk does not gain the benefit of Evasion.Fast Movement (Ex)
At 3rd level, a monk gains an Enhancement Bonus to their land speed, as shown on Table: Astoran Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.Ki Pool (Su)
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 their monk level + their Wisdom modifier. As long as they have at least 1 point in their ki pool, they can make a ki strike. At 3rd level, ki strike allows their unarmed attacks to be treated as magic weapons for the purpose of overcoming Damage Reduction. At 7th level, their unarmed attacks are also treated as Cold Iron and silver for the purpose of overcoming Damage Reduction. At 10th level, their unarmed attacks are also treated as lawful weapons for the purpose of overcoming Damage Reduction. At 16th level, their unarmed attacks are treated as Adamantine weapons for the purpose of overcoming Damage Reduction and bypassing Hardness. By spending 1 point from their ki pool as a Swift Action, a monk can make one additional unarmed strike at their highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from Haste and similar effects. A monk gains additional powers that consume points from their ki pool as they gain levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.Ki Power (Su)
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from their ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.- Empty Body (Su): A monk with this ki power gains the ability to assume an Ethereal state for 1 minute as though using the spell Etherealness, using their monk level as their Caster Level. Using this ability is a Move Action that consumes 3 points from their ki pool. This ability affects only the monk and cannot be used to make other creatures Ethereal.
- Feather Balance (Ex): A monk with this ability can spend 1 ki point as a Swift Action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if they had rolled a 20. This ability lasts for 1 minute.
- High Jump (Ex): A monk with this ki power adds their level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, they always count as having a running start when attempting Acrobatics checks to jump. By spending 1 point from their ki pool as a Swift Action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.
- Ki Metabolism (Su): A monk with this ability uses their ki to control their metabolism. As long as they have at least 1 point remaining in their ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish their ki pool), and can hold their breath for up to 1 hour per point of Constitution. As a Move Action, they can spend 1 ki point to enter a state of suspended animation, Falling Unconscious and appearing Dead to all senses. At the time they enter this state, they indicate a preset period of time or a triggering condition, after which they awaken.
- Ki Range (Su): A monk with this ability can spend 1 ki point as a Swift Action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.
- Ki Sunder (Ex): A monk with this ability can spend 1 ki point as a Free Action when attempting a Sunder Combat Maneuver Check to add their monk level as a bonus to the damage roll.
- Slow Fall (Su): A monk within arm’s reach of a wall can use it to slow their descent by expending 1 point from their ki pool. When they use this ability, they take no damage from the fall (as if using feather fall), but they must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).
- Sudden Speed (Su): A monk with this ki power can spend 1 point from their ki pool as a Swift Action to grant themselves a sudden burst of speed. This increases the monk’s base land speed by 30 feet for 1 minute.
- Wholeness of Body (Su): A monk with this ki power can heal their own wounds as a Standard Action. By spending 2 points from their ki pool, they can heal an amount of damage equal to 1d8 + their monk level.
- Zephyr Blow (Su): By spending 1 ki point as a Standard Action, a monk with this power can disrupt the wind and create a sharp blast of air, as if using the spell Gust Of Wind. The monk’s Caster Level for this effect is equal to their monk level.
- Action Before Thought (Ex): A monk with this ability can spend 2 ki points as a Free Action as part of rolling Initiative to roll twice on the Initiative check and take the higher result. A monk must be at least 6th level before selecting this ki power.
- Diamond Mind (Su): By spending 1 point from their ki pool as a Swift Action, a monk with this power can suppress a Fear effect affecting them as if using remove Fear, using their monk level as their Caster Level. They can spend 2 ki points to activate this ability even when Frightened or Panicked. A monk must be at least 6th level before selecting this ki power.
- Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from their ki pool as a Swift Action to imbue their natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 their monk level. A monk must be at least 6th level before selecting this ki power.
- Ki Guardian (Su): As an Immediate Action before they roll a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using their bonus instead of the ally’s. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the Saving Throws (including their own original saving throw), the monk treats the effect as if they had failed the saving throw. A monk must be at least 6th level before selecting this ki power.
- Ki Mount (Su): A monk with this ability can spend 1 ki point as a Standard Action to grant 2 temporary hit points per monk level they possess to their mount for 1 hour per monk level. As long as the monk and their mount are adjacent or the monk is mounted, the mount shares the benefits of whichever of the AC bonus, Evasion, high jump, improved Evasion, ki strike, perfect self, and still mind abilities the monk possesses. A monk must be at least 6th level before selecting this ki power.
- Racing Current (Su): A monk with this ki power can create a wave to help them maneuver allies upon the battlefield, as if using the spell Slipstream. Using this ability is a Move Action that costs 2 ki points, and the ability remains in effect for 1 minute. A monk must be 6th level to select this ki power.
- Water Sprint (Su): A monk with this ki power can spend 1 point from their ki pool as a Swift Action to gain the ability to walk on water, as if under the effects of Water Walk. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 6th level before selecting this ki power.
- Formless Mastery (Ex): A monk with this ability varies their styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent’s style. As long as they do not possess any style feat, the monk can spend 1 point from their ki pool as an Immediate Action to gain the following against opponents in the stance of a style feat: a +4 Dodge Bonus to AC, a +4 Circumstance Bonus on attack rolls, and a bonus equal to their monk level on damage rolls. These bonuses last until the end of the monk’s next turn (or their current turn if they use this ability on their own turn). The monk can activate this ability and the furious defense ki power with the same Immediate Action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
- Furious Defense (Ex): By spending 1 point from their ki pool as an Immediate Action, a monk with this ki power can grant themselves a +4 Dodge Bonus to AC until the end of their next turn. The monk can activate this ability and the formless mastery ki power with the same Immediate Action for a total cost of 3 ki points. A monk must be at least 7th level before selecting this ki power.
- Abundant Step (Su): A monk with this ki power can slip magically between spaces, as if using the spell Dimension Door. Using this ability is a Move Action that consumes 2 points from their ki pool. The monk’s Caster Level for this effect is equal to their monk level. They cannot take other creatures with them when they use this ability. A monk must be at least 8th level before selecting this ki power.
- Bare-Hand Block (Ex): A monk with this ability can spend 1 ki point as an Immediate Action when attacked with a Manufactured Weapon to attempt an unarmed Sunder Combat Maneuver Check against it. If they successfully sunders the weapon and grants it the Broken condition, the attack deals no damage. They can spend an additional 1 ki point when using this ability to activate ki Sunder as a Free Action. A monk must be at least 8th level and have the ki Sunder ki power before selecting this ki power.
- Breaking-Down Koan (Su): A monk with this ability can spend 1 ki point as a Swift Action to present a paradox, riddle, or complicated question to a creature within 30 feet. The creature must succeed at a Will Save (DC = 10 + 1/2 the monk’s level + their Wisdom modifier) or be Confused for 1 round. This is a mind-affecting, language-dependent effect. A monk must be at least 8th level before selecting this ki power.
- Building-Up Koan (Su): A monk with this ability can spend 2 ki points as a Swift Action to ask themselves a koan, which they then try to answer. The monk must attempt a Will Save (DC 15 + 1/2 the monk’s level). If successful, they gain an Insight Bonus equal to their Wisdom modifier to AC and on attack rolls, Saving Throws, skill checks and until the end of the round. If they fail, the monk is instead Confused for 1 round. This is a mind-affecting, language-dependent effect. A character who can’t become Confused can’t benefit from this ability. A monk must be at least 8th level before selecting this ki power.
- Diamond Body (Su): By spending 1 point from their ki pool, a monk with this power can remove one toxin from their body as if using Neutralize Poison, using their monk level as their Caster Level. They can remove only one Poison in this way per use of this ability. A monk must be at least 8th level before selecting this ki power.
- Floating Breath (Su): A monk with this ki power can spend 1 point from their ki pool as a Swift Action to balance on the air, hovering in place, until the end of their next turn. This power does not allow the monk to fly or otherwise move into the air; they must jump or use some other ability to reach their position. This otherwise functions as Air Walk. A monk must be 8th level before selecting this power.
- Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an Immediate Action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, they can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
- Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates their feather balance ki power, they can also ignore all Difficult Terrain. In addition, while active, they can cross any solid surface, even if it would normally not support their weight. This does not allow them to walk on liquids. A monk must be at least 8th level and have the feather balance ki power before selecting this ki power.
- Wind Jump (Su): A monk with this ki power can spend 1 point from their ki pool as a Move Action to grant themselves a Fly speed (with perfect maneuverability) equal to their base land speed. They must end their movement each round on solid ground (or some other surface that can support their weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 8th level and have the high jump ki power before selecting this ki power.
- Ki Blocker (Su): A monk with this ability can spend 1 ki point as a Free Action before making an unarmed strike against a foe. If the attack hits, the monk can interrupt the target’s flow of ki. If the monk successfully damages the target of their attack, that opponent’s cost to activate abilities with ki increases by 1 ki point for 1 hour. If the monk spends 2 points from their ki pool, they can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A monk must be at least 10th level before selecting this ki power.
- Ki Hurricane (Ex): As a Full-Round Action, a monk with this ability can move up to twice their speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in their flurry of blows. They can later spend another ki point to make the next attack in their flurry of blows, and so on, until they either stop spending ki points or have Exhausted all the attacks from their flurry of blows. A monk must be at least 10th level and possess the sudden speed ki power before selecting this ki power.
- Ki Visions (Su): A monk with this ability often sees visions of spirits or hears the voice of their departed mentor in their dreams. On any given night during which the monk dreams, they can use this ability to gain the benefits of a Divination. If they do, they spend 2 ki points from the next day’s total. A monk must be at least 10th level before selecting this ki power.
- Cobra Breath (Su): Whenever a monk with this ki power uses diamond body to neutralize a Poison, they can instead release that Poison as a ranged Touch Attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the Poison’s original DC) or suffer the Poison’s effects, even if it was not originally a contact Poison. A monk must be at least 12th level and must possess the diamond body ki power before selecting this ki power.
- Diamond Resilience (Ex): By spending 1 ki point as a Swift Action, the monk gains DR 2/—. At 16th level, the Damage Reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 12th level before selecting this ki power.
- Diamond Soul (Ex): A monk can spend 2 points from their ki pool as a Swift Action to gain Spell Resistance equal to their monk level + 10. This Spell Resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.
- Master-Thought Koan (Su): A monk with this ability can spend an additional 2 ki points when using either the breaking-down koan or building-up koan ki powers. When combined with master-thought koan, breaking-down koan affects a number of characters of your choice within 30 feet equal to the monk’s Wisdom modifier. When combined with master-thought koan, building-up koan can be used on an ally within 30 feet. A monk must be at least 12th level and have either the breaking-down koan or the building-up koan ki power before selecting this ki power.
- One Touch (Ex): As long as they have at least 1 point remaining in their ki pool, as a Standard Action, a monk with this power can make an unarmed strike against a foe as a Touch Attack. They add 1/2 their monk level as a bonus on the damage roll. They can spend 1 ki point to double this bonus for that attack. A monk must be at least 12th level before selecting this ki power.
- Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk’s Spell Resistance from diamond soul, they can spend 2 ki points as an Immediate Action to send that spell back at its caster as Spell Turning. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.
- Quivering Palm (Su): A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Using this ability is a Standard Action that costs 4 ki points, and the monk must announce their intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time within a number of days equal to their monk level. To make such an attempt, the monk merely wills the target to die (a Free Action unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 16th level before selecting this ki power.
- Elemental Burst (Su): A monk with this ability can spend 4 ki points to unleash a gout of energy in a 30-foot cone. Creatures within the cone take 20d6 points of damage of the same type as the monk’s elemental fury ki power. A Reflex Save (DC = 10 + 1/2 the monk’s level + his Wisdom modifier) halves the damage. A monk must be at least 18th level and must possess the elemental fury ki power before selecting this ki power.
Still Mind (Ex)
At 4th level, a monk gains a +2 bonus on Saving Throws against enchantment spells and effects.Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.Style Strike (Ex)
At 5th level, a monk can learn one type of style strike. Whenever they make a flurry of blows, they can designate one of their unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. They must choose which style strike to apply before the attack roll is made. At 15th level, they can designate up to two of their unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes.- Break: The monk combines a writhing twist with a violent strike against a foe that is grappling them. If the monk’s attack is successful, they can attempt a Grapple Combat Maneuver Check or Escape Artist check as a Free Action to escape a Grapple, adding the strike’s damage as a bonus on their check.
- Defensive Spin: The monk spins about, confounding their foe. If the attack hits, the monk gains a +4 Dodge Bonus to AC against any attacks made by the target of the style strike until the start of their next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.
- Elbow Smash: The monk follows up a punch with a strike from their elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.
- Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to their fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an Attack of Opportunity as normal. The attack made after the movement must be a kick.
- Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends their turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a Combat Maneuver Check (against the monk’s CMD) as a Standard Action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
- Hammerblow: The monk links their hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls their unarmed strike damage twice, adding both rolls together before applying Strength and other Modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
- Head-Butt: The monk slams their head into their enemy’s head, leaving their foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free Combat Maneuver Check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a –8 penalty on this check. If the check is successful, the target is Staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The monk must attack with a head-butt to use this style strike.
- Knockback Kick: The monk attempts to knock their foe back with a powerful kick. If the attack hits, the monk can attempt a free Combat Maneuver Check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to the monk’s fast movement bonus. This movement does not provoke an Attack of Opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid Object. The creature is not knocked Prone by this movement. The monk must attack with a kick to use this style strike.
- Leg Sweep: The monk attempts to sweep their foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free Trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This Trip attempt does not provoke an Attack of Opportunity. The monk must attack with a kick to use this style strike.
- Rabbit Punch: The monk gives a sharp blow to the back of a foe’s head. The critical threat range and critical multiplier of this strike increase by 1, and the monk gains a +2 bonus on attack rolls to confirm a critical hit with this strike. This increase is not doubled by Improved Critical or similar effects. Creatures without a discernible head are unaffected by this style strike (subject to GM discretion). The monk must attack with a fist to use this style strike.
- Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any Damage Reduction or Hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
- Spin Kick: The monk spins about, delivering a kick their foe did not expect. The monk makes their attack against the foe’s Flat-Footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught Flat-Footed by this style strike. The monk must attack with a kick to use this style strike.
- Throat Crush: The monk gives a sharp blow to a foe’s throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. Creatures without a discernible throat, or with multiple vocal organs, are unaffected (subject to GM discretion).
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