Monk
Mechanics
Starting Gold: 2d4
HP: (3 + CON Mod)* Level
Skill Poins: + Int Mod/HD
Starting Age: Advanced
BAB: Good
Saves: Fortitude (), Reflex (), Will ()
Class Skills: Athletics (Str), Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Knowledge (Arcana, Religion) (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Sense Motive (Wis), Sneak (Dex), Survival (Wis), Tumble (Dex)
Weapon and Armor Proficiency:The monk is proficient with Club, Crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, gauntlets and spiked gauntlets. Monks are not proficient with any armor or shields.
Unarmed Damage (Ex):When using a monk weapon, or when unarmed, add the damage appropriate to the monk level to the weapon or unarmed attack. This ability does not function when the monk is wearing armor.
Bonus Feat: At 1st, 2nd, and 6th level, a monk gains a bonus feat. They may choose any feat, but may ignore any prerequisite that involves a specific Dex, Wis, or Int score. All other prerequisites are required for the chosen feat.
Unarmored Combat (Ex): When unarmored, a monk of any level is treated as if having the Two Weapon Fighting Feat. This feat is in effect for any monk weapons and unarmed strikes. A monk does not have to use the two weapon fighting feat during combat, and may instead choose to attack once at a time.
In case of double weapons, each end of the staff is counted as a separate weapon for the purpose of using Unarmoed combat.
At 6th level, Unarmored combat works for all weapons.
At 11th level, the monk gains an extra attack at their full BAB.
Unarmed Strike: Monks gain the Improved Unarmed Strike Feat. A monk may apply their full Strength bonus on damage rolls for all unarmed strikes.
A monk may choose to deal nonlethal or lethal damage with no penalty on their attack roll with unarmed strikes, even while grappling.
A monk's unarmed strike is treated as both a manufactured and natural weapon for the purposes of spells and effects that enhance or improve either manufactured or natural weapons.
A monk's size also changes how much damage they deal with unarmed strikes. A monk will deal 1 less damage per size category with unarmed strikes, to a minimum of 1. Larger monks deal 2 more damage per size category.
Evasion: At 2nd level, any successful reflex saving throw against an attack that deals 1/2 damage on a successful save deals no damage instead. On a failed save, they instead take 1/2 damage. Evasion can only be used while the monk is wearing light or no armor. A helpless monk gains no benefit of evasion.
At 9th level, this improves to where even on a failed saving throw, the ranger only takes 1/2 damage.
Still Mind (Ex):Gain +2 vs saves vs Enchantment spells and effects, and mind affecting abilities.
Fast Movement (Ex): At 3rd level, and every additional level divisible by 3, the monks base speed increases by +10ft. This extra movement speed is lost when wearing any armor, or carrying a Medium load or heavier.
Ki Strike (Su):At 4th level, a monks unarmed attacks are powered with Ki. Their unarmed attacks are treated as magic weapons for the purposes of overcoming DR.
At 10th level, a monks unarmed attacks are treated as aligned to overcome any DR.
At 16th level, unarmed attacks are treated as adamantine weapons for the purpose of overcoming DR, and bypassing hardness on objects.
Water Step (Ex):At 4th level, a monk can cross bodies of water for a total of 20ft. Every even level after 4th, this distance increases by an additional +10ft. A monk may use this movement between two turns. Should the monk not end his turn without setting foot on land, or stops moving while on water, or cannot move further than his movement permits, they immediately fall in. Monks may not start walking on water while in the water they are trying to walk on. They must have a platform or solid ground to start walking on water.
Water step can be used as part of a move action, including charging or running, and making tumble checks. The monk may not use this ability while wearing armor, or carying a medium load or higher.
Purity of Body (Ex):At 5th level, a monk gains immunity to all diseases except for supernatural, and magical diseases. This does not prevent the monk from dying of old age.
AC Bonus (Ex): Starting at 5th level, a monk is wizened to the world, and gains their Wisdom modifier to AC. Additionally, they gain a +1 bonus to AC for every 5 monk levels they have. These bonuses to AC apply even against touch attacks or when caught flat-footed. The monk loses these bonuses when they are immobilized or helpless, when wearing any armor, when using a shield, or carring a medium or heavier load.
Wholeness of Body(Su): Starting at 7th level, a monk can heal a number of HP equal to 2x their monk level each day. They may spread this usage out among several uses, and may do so while unconscious as well.
Diamond Body (Su): Starting at 11th level, a monk gains immunity to all poisons.
Quivering Palm (Su): At 15th level, a monk may, 1/week, attack a creature and announce that they use Quivering palm. Should they be successful, the monk may try to slay the victim at any time within a number of days equal to their monk level. They may do so as a free action at an time, and the target must make a special saving throw. If it fails, it dies. If it passes, it takes 1 damage per monk level, but cannot bring the creature down below 1hp.
Timeless Body (Ex): At 17th level, you no longer take any penalties for aging. Any penalties you have garnered so far are still applied, but bonuses accrue until the monk dies of old age.
Tongue of Sun and Moon (Ex): At 17th level, a monk can speak with and understand any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day. They may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self: At 20th level, the monk is now treated as an outsider (native) type rather than humanoid. Additionally, the monk gains DR 10/Magic. Unlike other outsiders, the monk can still be brought back from the dead as if they were a member of the previous creature type. They will also still die of old age when it comes time.
Capstone:At 20th level, the monk may choose one of the following capstones.
Alternate Class Features
While feigning death, the monk gains immunity to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, death effects, and gaze attacks. Attempts to resuscitate you, automatically fail, though a wish spell immediately ends your feign death ability.
Spells and other effects that assess your current condition indicate that you are dead. A successful Heal check can discern that you are actually alive.
You can remain in the catatonic state indefinitely, though you still require food, water, and air as you normally would. Emerging from feigned death is a standard action.
If you would gain improved evasion at a higher level when taking the Feign Death ACF, you would instead gain evasion.
At 9th level, the monk can force their bodys partly into Anima, forcing opponents to have disadvantage on all attacks, and only take 1/2 damage from Aoe effects for a number of rounds equal to the monks Wis modifier. A monk must wait 3 rounds before using this ability again.
Intangible Body is a supernatural ability.
Monk
Preferred Stats: Dexterity, Wisdom, ConstitutionStarting Gold: 2d4
HP: (3 + CON Mod)* Level
Skill Poins: + Int Mod/HD
Starting Age: Advanced
Monk Level Up Benefits
Level | Special | Unarmed Damage |
---|---|---|
1st | Bonus Feat, Unarmored Combat, Unarmed Strike | 2 |
2nd | Bonus Feat, Evasion | 2 |
3rd | Still Mind, Fast Movement +10ft | 2 |
4th | Ki Strike (Magic), Water Step 20ft | 3 |
5th | Purity of Body, AC Bonus +1 | 3 |
6th | Bonus Feat, Water Step 30ft, Improved Unarmored Combat, Fast Movement +20ft | 3 |
7th | Wholeness of Body | 3 |
8th | Water Step 40ft. | 4 |
9th | Improved Evasion, Fast Movement 30ft | 4 |
10th | Ki strike (Aligned), Water Step 50ft, AC Bonus +2 | 4 |
11th | Diamond Body, Greater Unarmored Combat | 4 |
12th | Abundant Step, Water Step 50ft, Fast Movement 40ft | 5 |
13th | Diamond Soul | 5 |
14th | Water Step 70ft | 5 |
15th | Quivering Palm, Fast Movement 50ft, AC Bonus +3 | 5 |
16th | Ki strike (Adamantine), Water Step 80ft | 6 |
17th | Timeless Body, Tongue of the sun and moon | 6 |
18th | Water Step 90f, Fast Movement 60ft | 6 |
19th | Empty Body | 6 |
20th | Capstone, Perfect Self, AC Bonus +4 | 7 |
Saves: Fortitude (), Reflex (), Will ()
Unarmed Damage (Ex):When using a monk weapon, or when unarmed, add the damage appropriate to the monk level to the weapon or unarmed attack. This ability does not function when the monk is wearing armor.
Bonus Feat: At 1st, 2nd, and 6th level, a monk gains a bonus feat. They may choose any feat, but may ignore any prerequisite that involves a specific Dex, Wis, or Int score. All other prerequisites are required for the chosen feat.
Unarmored Combat (Ex): When unarmored, a monk of any level is treated as if having the Two Weapon Fighting Feat. This feat is in effect for any monk weapons and unarmed strikes. A monk does not have to use the two weapon fighting feat during combat, and may instead choose to attack once at a time.
In case of double weapons, each end of the staff is counted as a separate weapon for the purpose of using Unarmoed combat.
At 6th level, Unarmored combat works for all weapons.
At 11th level, the monk gains an extra attack at their full BAB.
Unarmed Strike: Monks gain the Improved Unarmed Strike Feat. A monk may apply their full Strength bonus on damage rolls for all unarmed strikes.
A monk may choose to deal nonlethal or lethal damage with no penalty on their attack roll with unarmed strikes, even while grappling.
A monk's unarmed strike is treated as both a manufactured and natural weapon for the purposes of spells and effects that enhance or improve either manufactured or natural weapons.
A monk's size also changes how much damage they deal with unarmed strikes. A monk will deal 1 less damage per size category with unarmed strikes, to a minimum of 1. Larger monks deal 2 more damage per size category.
Evasion: At 2nd level, any successful reflex saving throw against an attack that deals 1/2 damage on a successful save deals no damage instead. On a failed save, they instead take 1/2 damage. Evasion can only be used while the monk is wearing light or no armor. A helpless monk gains no benefit of evasion.
At 9th level, this improves to where even on a failed saving throw, the ranger only takes 1/2 damage.
Still Mind (Ex):Gain +2 vs saves vs Enchantment spells and effects, and mind affecting abilities.
Fast Movement (Ex): At 3rd level, and every additional level divisible by 3, the monks base speed increases by +10ft. This extra movement speed is lost when wearing any armor, or carrying a Medium load or heavier.
Ki Strike (Su):At 4th level, a monks unarmed attacks are powered with Ki. Their unarmed attacks are treated as magic weapons for the purposes of overcoming DR.
At 10th level, a monks unarmed attacks are treated as aligned to overcome any DR.
At 16th level, unarmed attacks are treated as adamantine weapons for the purpose of overcoming DR, and bypassing hardness on objects.
Water Step (Ex):At 4th level, a monk can cross bodies of water for a total of 20ft. Every even level after 4th, this distance increases by an additional +10ft. A monk may use this movement between two turns. Should the monk not end his turn without setting foot on land, or stops moving while on water, or cannot move further than his movement permits, they immediately fall in. Monks may not start walking on water while in the water they are trying to walk on. They must have a platform or solid ground to start walking on water.
Water step can be used as part of a move action, including charging or running, and making tumble checks. The monk may not use this ability while wearing armor, or carying a medium load or higher.
Purity of Body (Ex):At 5th level, a monk gains immunity to all diseases except for supernatural, and magical diseases. This does not prevent the monk from dying of old age.
AC Bonus (Ex): Starting at 5th level, a monk is wizened to the world, and gains their Wisdom modifier to AC. Additionally, they gain a +1 bonus to AC for every 5 monk levels they have. These bonuses to AC apply even against touch attacks or when caught flat-footed. The monk loses these bonuses when they are immobilized or helpless, when wearing any armor, when using a shield, or carring a medium or heavier load.
Wholeness of Body(Su): Starting at 7th level, a monk can heal a number of HP equal to 2x their monk level each day. They may spread this usage out among several uses, and may do so while unconscious as well.
Diamond Body (Su): Starting at 11th level, a monk gains immunity to all poisons.
Quivering Palm (Su): At 15th level, a monk may, 1/week, attack a creature and announce that they use Quivering palm. Should they be successful, the monk may try to slay the victim at any time within a number of days equal to their monk level. They may do so as a free action at an time, and the target must make a special saving throw. If it fails, it dies. If it passes, it takes 1 damage per monk level, but cannot bring the creature down below 1hp.
Timeless Body (Ex): At 17th level, you no longer take any penalties for aging. Any penalties you have garnered so far are still applied, but bonuses accrue until the monk dies of old age.
Tongue of Sun and Moon (Ex): At 17th level, a monk can speak with and understand any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day. They may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self: At 20th level, the monk is now treated as an outsider (native) type rather than humanoid. Additionally, the monk gains DR 10/Magic. Unlike other outsiders, the monk can still be brought back from the dead as if they were a member of the previous creature type. They will also still die of old age when it comes time.
Capstone:At 20th level, the monk may choose one of the following capstones.
- Move across any liquid, not just water, for any distance so long as they don't stop moving while on the liquid.
- Treat all attacks as if they were one size category larger, without the normal penalties. Use weapons of one size category larger than normal, without any penalties.
- Double the Wisdom bonus on all monk based effects
Evasion
Feign Death
By removing the ability to gain evasion at 2nd level, a monk gains the ability to fake their death. The monk as an immediate action can enter a catatonic state where they appear to be dead. They cannot see or feel anything, but retain the ability to smell, hear, or otherwise follow what is going on around them.While feigning death, the monk gains immunity to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, death effects, and gaze attacks. Attempts to resuscitate you, automatically fail, though a wish spell immediately ends your feign death ability.
Spells and other effects that assess your current condition indicate that you are dead. A successful Heal check can discern that you are actually alive.
You can remain in the catatonic state indefinitely, though you still require food, water, and air as you normally would. Emerging from feigned death is a standard action.
If you would gain improved evasion at a higher level when taking the Feign Death ACF, you would instead gain evasion.
Intangible body.
/*Invisible Fist*/
By removing the ability to gain evasion at 2nd level, and improved evasion at 9th level, a monk gains the ability to become invisible for 1 round. The monk must wait 3 rounds beore being able to use this ability again.At 9th level, the monk can force their bodys partly into Anima, forcing opponents to have disadvantage on all attacks, and only take 1/2 damage from Aoe effects for a number of rounds equal to the monks Wis modifier. A monk must wait 3 rounds before using this ability again.
Intangible Body is a supernatural ability.
Type
Religious
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