krossbow
2010-07-20, 10:46 PM
Intent:
The intent of this is to both improve the monk up to tier 3-2 levels, as well as allow individuals to create a monk that "feels" like what they believe a monk should be. The design of this is so that you could have a mystically styled on, a purely physical one or a speed designed one. Thoughts and feedback would be greatly appreciated.
Monk
Game Rule Information
Alignment: Lawful
Hit Die: 1d8.
Starting Gold: 200
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Additional Level: (4+Int or wis Mod)
Requirements: Monks practice a system of belief that stresses the reincarnation and divinity in all things; as such, their views contrast sharply with the deities of faerun, and are branded by the deities as being the faithless. A cleric, paladin or other religious class loses all spellcasting and supernatural abilities if they become a monk, and a monk who becomes a cleric or other divine class loses their chi and monk class features.
Weapon Proficiencies: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are proficient with light armor.
Monk
{table=head]Level|Base Attack Bonus|unarmed strike damage|
Bonus Chi|Fast movement|Fort Save|Ref Save|Will Save|Class abilities
1st|
+0|
1d6|
0|+5|
+2|
+2|
+2|Unarmored defense, Wisdom & knowledge, Unarmed strike proficiency, Chi, School training
2nd|
+1|
1d8|
0|+5|
+3|
+3|
+3|Greater unarmored defense
3rd|
+2|
1d8|
0|+10|
+3|
+3|
+3|School training
4th|
+3|
1d8|
1|+10|
+4|
+4|
+4|
5th|
+3|
1d8|
1|+15|
+4|
+4|
+4|school training
6th|
+4|
2d6|
1|+15|
+5|
+5|
+5|
7th|
+5|
2d6|
1|+20|
+5|
+5|
+5|school training
8th|
+6|
2d6|
2|+20|
+6|
+6|
+6|
9th|
+6|
2d6|
2|+25|
+6|
+6|
+6|school training
10th|
+7|
2d8|
2|+25|
+7|
+7|
+7| Focused chi
11th|
+8|
2d8|
2|+30|
+7|
+7|
+7|school training
12th|
+9|
2d8|
3|+30|
+8|
+8|
+8|
13th|
+9|
2d8|
3|+35|
+8|
+8|
+8|school training
14th|
+10|
3d6|
3|+35|
+9|
+9|
+9|
15th|
+11|
3d6|
3|+40|
+9|
+9|
+9|school training
16th|
+12|
3d6|
4|+40|
+10|
+10|
+10|
17th|
+12|
3d6|
4|+45|
+10|
+10|
+10|school training
18th|
+13|
3d8|
4|+45|
+11|
+11|
+11|
19th|
+14|
3d8|
4|+50|
+11|
+11|
+11|school training
20th|
+15|
3d8|
5|+50|
+12|
+12|
+12|school training[/table]
Class abilities:
Chi: Monks learn to center themselves, allowing themselves to draw upon inner reserves of strength. This energy is partially physical, but also spiritual; the energy of chi is identical to the energy that the gods gain from worship and prayer, only in this case harnessed by the monk himself rather than another being.
A monk may tap into their chi as a free action, sacrificing one point to add 1d4 as a bonus to a single d20 roll of their choice (only 1 point of chi can be tapped per d20 roll unless otherwise stated), or as a dodge bonus to their AC for one round. Additionally, certain monk abilities use chi.
A good way to keep track of chi is to keep a cup with quarters next to you; keep a quarter out for every point of chi you have, and toss it in the cup when you tap it.
A monk begins with a pool of maximum chi equal to their wisdom modifier, and gains bonus chi points as they level up.
A monk may attempt to center himself in combat as a full round action with a concentration check; the DC for this is the CR of the situation he is in +15. Success refills 1/2 of his maximum chi; failure refills one chi. A monk may never have more than their maximum chi. A monk in a non-threatening situation may take 20 to center themselves; if not in combat or another dangerous situation, generally assume a monk is at full chi due to this.
Focused Chi: A monk may tap two points of chi as a bonus to d20 rolls rather than just one.
Fast Movement: As a Monk gains in experience, they learn to move quicker than most people; the amount of speed the monk has to their base movement is indicated in this table.
Unarmored defense: Monks are exceptionally practiced at fighting without armor on; when a monk is unarmored and unencumbered, he gains a +2 dodge bonus to his AC. This is not to say that monks shun armor completely; many monks choose to wear light armor.
However, many masters or more agile monks often go without.
Greater Unarmored defense: A monk also gains a +1 dodge bonus to his AC equal to 1/2 his monk level when fighting without armor.
Wisdom and Knowledge: Monks often eschew traditional learning in favor of contemplation and understanding. As such, a monk may substitute their wisdom modifier in place of their intelligence modifier for skill points every time they gain a level in monk.
Unarmed strike: [ex] A monk is exceptionally well trained in unarmed fighting; as they gain in experience, their unarmed strikes deal more damage.
Schools: Monks base their fighting styles off of the four elements for inspiration; Fire for martial combat and discipline, Wind for speed and grace, earth for sturdiness and solidarity, and water for quite contemplation and spiritual clarity. Each school has techniques that a monk may choose to learn as they gain experience.
A monk may learn any apprentice techniques whenever they wish; a monk must learn 3 apprentice techniques from a school before being able to learn a intermediate technique, and must know 3 intermediate technique of a school before tackling a master's technique.
A monk learns a new technique every time it is stated next to a level. A monk may not learn the same technique twice; certain techniques however have improved versions of themselves.
Earth Techniques (apprentice)
Iron Body [ex]: The monk gains 1d4 bonus hit points, plus a bonus point of HP per monk level
Deny injury [su]: A monk may, as an immediate action, sacrifice chi to subtract 1d4 points of damage from a damaging attack; the amount of chi he may tap for this is unlimited, as long as he has the chi to do so.
Deny Elements [ex]: The monk gains 1 point of resistance against all elements as well as 1 more point of resistance for every 2 monk levels he has.
Stability of the earth [ex]: the monk gains a +2 bonus to Grapple, bullrush and trip attempts and rolls when he is on the ground or another sturdy surface.
Impasse [ex]: At the cost of making himself more vulnerable, a monk blocks opponents as implaceably as stone. As a free action, a monk may declare that he is doing this. The monk suffers a -4 penalty to his AC, but any opponent that he threatens who attempts any movement (Including 5 foot steps and charging past him) provokes an attack of opportunity from the monk, and must succeed on an opposed bull rush against the monk. Failing indicates that the monk's strength and blows have blocked the opponent, effectively cutting off their movement.
Brutal Grappling [ex]: Anytime you beat an opponent's grapple check by 5 or more, and are on the ground or adjacent to a wall or obstacle, you gain a free attack of opportunity with your unarmed strike, as you batter your foe against the surroundings or floor.
CQC speciality [ex]: Anytime you strike an opponent with your unarmed strike, you may make a special grapple check with a -5 penalty. Success indicates that your onslaught impairs your opponent, preventing them from moving due your proximity being nigh on top of them. (An opponent may still perform other actions not requiring movement as normal).
To simplify, for one round after failing to beat your grapple check, they are unable to move.
Strong in body, strong in mind [su]: The monk gains bonus Chi equal to 1/2 their con modifier.
Karma [su]: The monk's focus has made him a conduit for the forces of balance in the universe. Whenever a foe inflicts 10 points of damage to the monk (including damage negated by Deny injury) he gains a point of karma. Karma functions in all ways identical to chi except that it can only be used offensively against a monk's foes, not defensively (I.E., it cannot be used to boost saves or abilities such as deny injury).
A monk who breaks off a conflict with such individuals loses their points of karma as the forces of balance seek other avatars for their efforts.
Lesser Stoneskin [ex]: You gain damage reduction of DR 1/- which increases by 1 for every 2 monk levels you possess.
Earth School (apprentice skills):
Diamond Body [ex]: The Monk gains +1d8 hp plus one point of HP per monk level.
Greater Deny injury [su]: When denying injury, the amount negated is 1d8 per chi sacrificed.
Greater Deny Elements [ex]: This ability supersedes and replaces deny elements. The monk gains 1 point of resistance to all elements per monk level.
(Greater) Strong in body, strong in mind [su]: This ability supersedes and replaces strong in mind, strong in body. The monk gains bonus chi equal to 1.0 their constitution modifier.
Center of gravity [ex]: You may add your constitution modifier as a bonus to grapple, trip and bullrush checks.
Crushing Grasp [ex]: When grappling a foe, you may add your constitution modifier as a damage bonus to unarmed strikes against that foe.
Greater Stoneskin [ex]: This ability supersedes and replaces lesser stoneskin. You gain one point of damage reduction of DR/- for every monk level you possess.
Indomitable [ex]: Whenever the monk is reduced to less than half of his maximum hit points he gains fast healing equal to his constitution modifier until he is at or above 50% of his maximum Hit points.
Earth School (Masters):
Master's deny injury [su]: When a monk taps a point of chi to deny damage, he denies 1d12 points of damage per chi sacrificed.
Adamantine Body [ex]: the monk gains 1d12 bonus HP, plus one point of hp per monk level
Mettle [ex]: any ability that requires a fortitude or will save and has a lesser effect on a successful save instead has no effect upon a successful will or fortitude save.
Master's strong in body, strong in mind [ex]: This ability supersedes and replaces greater strong in body, strong in mind. The Monk gains bonus Chi equal to 1.5 times their constitution modifier.
Landslide [ex]: When grappling a foe, you may bullrush them without breaking your grapple (though this still requires a standard action). Bullrushing them into a wall or other object allows for a free attack of opportunity with a an unarmed strike.
Wind School (apprentice)
lesser Form over function [ex]: The monk gains a permanent +1 dodge bonus to their AC, but suffers a permanent -1 penalty to their hit and damage.
Lesser Sudden Strike [ex]: The monk deal an addition 1d6 points of sudden strike damage to any flatfooted foe they attack; this increases by 1d6 for every 8 monk levels they possess.
Windows of opportunity [ex]: Any attacks of opportunity that the monk makes treats the foe as if they were flatfooted.
Deny Gravity [ex]: the monk may act as though under the effects of spider climb during their turn so long as they end on level terrain (As an example, a monk could move along a wall for 20 feet, but would fall if they ended their movement there).
Flurry of blows [ex]: The monk may make an additional attack during the round at the penalty of a -2 to hit and damage per attack they make; they may not make more additional attacks than their dexterity modifier. This does not require you to full attack to do so, and may be done while spring attacking.
Misdirection [ex]: Anytime a foe attacks and misses the monk, they may sacrifice a point of chi and make a reflex save against that previous missed attack; if the reflex save is higher than the missed attack, it is directed towards another foe adjacent to the monk as it passes; this new target is considered flatfooted against this attack.
Fast as the wind [ex]: The monk's base movement speed is increased by an additional 5 per every 2 monk levels.
Slow fall [ex]: monk within arm’s reach of a wall can use it to slow his descent. The amount the monk can slow himself by is equal to 1/2 his normal movement speed.
Zephyr [ex]: The monk gains a +2 bonus to hit and damage whenever moving move than 10 feet in a round.
Acrobatics training [ex]: The monk may substitute their dexterity for their strength when making jump, swim or climb checks.
Wind School (intermediate):
Evasion [ex]: The anytime the monk successfully reflex saves against an attack that has a lesser effect on a successful save, he instead suffers no damage.
Uncanny dodge [ex]: the monk can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Flurry of blows [ex]: This ability supersedes and replaces flurry of blows (flurry of blows is required to learn this skill). The penalty for each successive blow is reduced to -1 to hit and -1 to damage to all attacks for every bonus attack made.
Sudden strike [ex]: This ability supersedes and replaces lesser sudden strike (lesser sudden strike is required to learn this skill). Whenever the monk attacks a flatfooted opponent, they deal 1d6 points of precision damage plus an 1d6 for every 6 monk levels they possess.
Whipsnap [ex]: Anytime the monk attacks an opponent, the opponent must perform a reflex save (10 +1/2 monk level + monk's dexterity modifier). Failure indicates that the monk is literally too fast for the opponent to properly defend against, and is treated as flat footed.
Greater form over function [ex]: The monk gains a +1 dodge bonus to their AC, reflex saves and initiative, but suffers a permanent -1 penalty to hit and damage.
Compensate for size [ex]: the monk gains a +1 bonus to hit, damage, AC and reflex saves for every size category their attacker is larger than them.
Eternal speed [SP]: the monk may act as though under the effects of a haste spell for 1d4 rounds by sacrificing a point of chi as an immediate action.
Wind School (Masters):
Improved evasion [ex]: This ability requires evasion to learn. a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Improved Uncanny dodge [ex]: The monk can no longer be flanked; in order to sneak attack the monk, the opponent must be 4 levels higher in rogue or monk than them to do so.
Eternal freedom [SP]: By sacrificing a point of chi as an immediate action, a monk may gain the effects of freedom of movement for 1d4 rounds.
Striking the wind [ex]: Anytime an opponent attacks the monk, they must make a reflex save (10+ 1/2 monk level + monk's dexterity modifier). Failure indicates that the monk's speed is too great for the opponent to accurately keep up with, and the monk's ac is treated as if their dexterity modifier were double.
Time stands still [Su]: By sacrificing a point of chi as a free action, the monk may speed themselves up as if everyone else around them were frozen; the monk gains a bonus move action.
Improved Sudden strike [ex]: This ability supersedes and replaces sudden strike (sudden strike is required to learn this skill). Whenever the monk attacks a flatfooted opponent, they deal 1d6 points of precision damage plus an 1d6 for every 4 monk levels they possess.
Fire (apprentice):
The greatest defense [ex]: The monk gains a permanent +1 bonus to hit and damage, but incurs a permanent -1 penalty to AC.
Reckless intent [ex]: the Monk may, as a free action, decrease their AC in order to increase their ability to attack foes. For every -1 penalty to AC they take (up to a maximum of -5), they gain a +1 bonus to hit and damage.
Bloodthirst [ex]: Some monks lose themselves into darker urgers, focusing on carnage over tranquility and meditation. Such monks gain 1 point of chi whenever they kill a foe or successfully land a critical blow.
Improved Crit [ex]: The monk's unarmed strike's natural critical range increases to 19-20.
Break the unbreakable [ex]: Blows of the monks of the fire school are often so forceful as to shatter things thought untouchable; the monk may critical opponents immune to precision type damage, but suffer a -5 penalty to confirm the critical blow.
Golems suffer fractures in keyspot and oozes splatter and tremble from the overwhelming force of the monk.
Focused strikes [ex]: whenever the monk sacrifices a point of chi as a bonus to their attack roll, they also gain that as a bonus to their damage (this is also multiplied if its a critical blow).
Martial training [ex]: The monk deals damage with any non-unarmed strike weapon as if it were one size category larger than it is.
Powerful blows [ex]: When power attacking with unarmed strike, the monk may treat their unarmed strike as if it were a large 2 handed weapon (+2 bonus to damage for every -1 penalty to hit).
Unbalancing strike [ex]: As a full round action or as part of a charge, a monk may perform a single, powerful blow designed to break their target's guard. If the unarmed strike connects, the opponent must make a fortitude save (10 +1/2 monk level +monk's strength modifier) or be fatigued for 1d4 rounds.
If the monk power attacks when doing this, the DC of this ability is increased by 1 for every -2 penalty to hit.
Parry [ex]: the monk may sacrifice a point of chi to attempt to deflect an opponent's attack. The monk performs an attack roll against their opponents; if the monk's attack roll is higher than their foes, the attack is deflected away. If the monk beats their opponent by 5 or more they may immediately make an attack of opportunity against their opponent, treating them as flatfooted.
Fire School (intermediate):
Improved crit [ex]: The monk's unarmed critical strike modifier is increased to x3
The greatest defense [ex]: The monk's base attack bonus is increased to +1 per monk level (the same as a fighter), but the monk suffers a permanent -1 penalty to AC.
Crippling strike [ex]: If the monk attempts an unbalancing strike on a fatigued foe, their attacks aim for pressure points and vital regions. Any fatigued foe who fails their fortitude save against unbalancing strike also suffers 1d4 con damage. Any foe with regeneration or fast healing has their healing halved until this constitution damage is healed.
Bloodknight [ex]: the monk's lust for battle is overwhelming; such monk's seek out strong opponents constantly, thirsting for a worthy opponent. they gain one point of chi each round if the battle is 3 CR's over their character level or the DM judges their to be a 50% chance for the monk or their party to die.
Overwhelming strength [ex]: The monk may add 1/2 their monk level as a bonus to strength checks.
Deny Armor [ex]: The monk may ignore 1/2 of an opponents damage reduction when performing unarmed strikes.
Stunning blow [ex]: As a full round action, or as part of a charge, the monk may make a single, powerful attack against their opponent. If this unarmed strike connects, the foe must make a fortitude save (DC 10 +1/2 monk level +monk's strength modifier) or be stunned for 1d4 rounds.
Shatter the ethereal [SP]: The monk's spirit and martial prowess is strong enough as to combat magic itself. by sacrificing a point of chi, the monk, as a full round action, or as part of a charge, may make a single unarmed strike; anything struck by this also functions as if greater dispel magic had been cast upon it, using the monk's level instead of caster level. This even shatters force cages as if the monk's fist were a disintegration spell.
Adamantine fists [ex]: the monk's fists are forevermore treated as being adamantine in nature.
Fire School (master):
Improved crit [ex]: the monk's unarmed strike's natural crit range is increased to 18-20
Strength of the giants [ex]: The Monk functions as if he were one size category larger. The monk's unarmed strike damage increases accordingly, he gains a +4 bonus to grapple attempts and all other relevant abilities.
Killing Blow [ex]: Any foe who fails their save against being fatigued by unbalancing strike by 5 or more is instead slain, as the monk deadens nerves and severs arteries.
Greater Martial training [ex]: This ability replaces and supersedes martial training (the monk must know martial training to learn this ability). The monk deals damage with all non-unarmed strike weapons as if he were one size category larger, plus another size category for every 10 monk levels he possesses.
Greater deny armor [ex]: By sacrificing one point of chi as an immediate action, the monk may completely ignore an opponent's damage reduction with his attack, so focused is his will.
Juggernaut [su]: The monk's drive to battle is overwhelming, allowing him to ignore things that would debilitate normal individuals. By sacrificing a point of chi as free action, the monk may ignore any strength or dexterity damage he has suffered for 1d4 rounds.
The intent of this is to both improve the monk up to tier 3-2 levels, as well as allow individuals to create a monk that "feels" like what they believe a monk should be. The design of this is so that you could have a mystically styled on, a purely physical one or a speed designed one. Thoughts and feedback would be greatly appreciated.
Monk
Game Rule Information
Alignment: Lawful
Hit Die: 1d8.
Starting Gold: 200
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Additional Level: (4+Int or wis Mod)
Requirements: Monks practice a system of belief that stresses the reincarnation and divinity in all things; as such, their views contrast sharply with the deities of faerun, and are branded by the deities as being the faithless. A cleric, paladin or other religious class loses all spellcasting and supernatural abilities if they become a monk, and a monk who becomes a cleric or other divine class loses their chi and monk class features.
Weapon Proficiencies: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are proficient with light armor.
Monk
{table=head]Level|Base Attack Bonus|unarmed strike damage|
Bonus Chi|Fast movement|Fort Save|Ref Save|Will Save|Class abilities
1st|
+0|
1d6|
0|+5|
+2|
+2|
+2|Unarmored defense, Wisdom & knowledge, Unarmed strike proficiency, Chi, School training
2nd|
+1|
1d8|
0|+5|
+3|
+3|
+3|Greater unarmored defense
3rd|
+2|
1d8|
0|+10|
+3|
+3|
+3|School training
4th|
+3|
1d8|
1|+10|
+4|
+4|
+4|
5th|
+3|
1d8|
1|+15|
+4|
+4|
+4|school training
6th|
+4|
2d6|
1|+15|
+5|
+5|
+5|
7th|
+5|
2d6|
1|+20|
+5|
+5|
+5|school training
8th|
+6|
2d6|
2|+20|
+6|
+6|
+6|
9th|
+6|
2d6|
2|+25|
+6|
+6|
+6|school training
10th|
+7|
2d8|
2|+25|
+7|
+7|
+7| Focused chi
11th|
+8|
2d8|
2|+30|
+7|
+7|
+7|school training
12th|
+9|
2d8|
3|+30|
+8|
+8|
+8|
13th|
+9|
2d8|
3|+35|
+8|
+8|
+8|school training
14th|
+10|
3d6|
3|+35|
+9|
+9|
+9|
15th|
+11|
3d6|
3|+40|
+9|
+9|
+9|school training
16th|
+12|
3d6|
4|+40|
+10|
+10|
+10|
17th|
+12|
3d6|
4|+45|
+10|
+10|
+10|school training
18th|
+13|
3d8|
4|+45|
+11|
+11|
+11|
19th|
+14|
3d8|
4|+50|
+11|
+11|
+11|school training
20th|
+15|
3d8|
5|+50|
+12|
+12|
+12|school training[/table]
Class abilities:
Chi: Monks learn to center themselves, allowing themselves to draw upon inner reserves of strength. This energy is partially physical, but also spiritual; the energy of chi is identical to the energy that the gods gain from worship and prayer, only in this case harnessed by the monk himself rather than another being.
A monk may tap into their chi as a free action, sacrificing one point to add 1d4 as a bonus to a single d20 roll of their choice (only 1 point of chi can be tapped per d20 roll unless otherwise stated), or as a dodge bonus to their AC for one round. Additionally, certain monk abilities use chi.
A good way to keep track of chi is to keep a cup with quarters next to you; keep a quarter out for every point of chi you have, and toss it in the cup when you tap it.
A monk begins with a pool of maximum chi equal to their wisdom modifier, and gains bonus chi points as they level up.
A monk may attempt to center himself in combat as a full round action with a concentration check; the DC for this is the CR of the situation he is in +15. Success refills 1/2 of his maximum chi; failure refills one chi. A monk may never have more than their maximum chi. A monk in a non-threatening situation may take 20 to center themselves; if not in combat or another dangerous situation, generally assume a monk is at full chi due to this.
Focused Chi: A monk may tap two points of chi as a bonus to d20 rolls rather than just one.
Fast Movement: As a Monk gains in experience, they learn to move quicker than most people; the amount of speed the monk has to their base movement is indicated in this table.
Unarmored defense: Monks are exceptionally practiced at fighting without armor on; when a monk is unarmored and unencumbered, he gains a +2 dodge bonus to his AC. This is not to say that monks shun armor completely; many monks choose to wear light armor.
However, many masters or more agile monks often go without.
Greater Unarmored defense: A monk also gains a +1 dodge bonus to his AC equal to 1/2 his monk level when fighting without armor.
Wisdom and Knowledge: Monks often eschew traditional learning in favor of contemplation and understanding. As such, a monk may substitute their wisdom modifier in place of their intelligence modifier for skill points every time they gain a level in monk.
Unarmed strike: [ex] A monk is exceptionally well trained in unarmed fighting; as they gain in experience, their unarmed strikes deal more damage.
Schools: Monks base their fighting styles off of the four elements for inspiration; Fire for martial combat and discipline, Wind for speed and grace, earth for sturdiness and solidarity, and water for quite contemplation and spiritual clarity. Each school has techniques that a monk may choose to learn as they gain experience.
A monk may learn any apprentice techniques whenever they wish; a monk must learn 3 apprentice techniques from a school before being able to learn a intermediate technique, and must know 3 intermediate technique of a school before tackling a master's technique.
A monk learns a new technique every time it is stated next to a level. A monk may not learn the same technique twice; certain techniques however have improved versions of themselves.
Earth Techniques (apprentice)
Iron Body [ex]: The monk gains 1d4 bonus hit points, plus a bonus point of HP per monk level
Deny injury [su]: A monk may, as an immediate action, sacrifice chi to subtract 1d4 points of damage from a damaging attack; the amount of chi he may tap for this is unlimited, as long as he has the chi to do so.
Deny Elements [ex]: The monk gains 1 point of resistance against all elements as well as 1 more point of resistance for every 2 monk levels he has.
Stability of the earth [ex]: the monk gains a +2 bonus to Grapple, bullrush and trip attempts and rolls when he is on the ground or another sturdy surface.
Impasse [ex]: At the cost of making himself more vulnerable, a monk blocks opponents as implaceably as stone. As a free action, a monk may declare that he is doing this. The monk suffers a -4 penalty to his AC, but any opponent that he threatens who attempts any movement (Including 5 foot steps and charging past him) provokes an attack of opportunity from the monk, and must succeed on an opposed bull rush against the monk. Failing indicates that the monk's strength and blows have blocked the opponent, effectively cutting off their movement.
Brutal Grappling [ex]: Anytime you beat an opponent's grapple check by 5 or more, and are on the ground or adjacent to a wall or obstacle, you gain a free attack of opportunity with your unarmed strike, as you batter your foe against the surroundings or floor.
CQC speciality [ex]: Anytime you strike an opponent with your unarmed strike, you may make a special grapple check with a -5 penalty. Success indicates that your onslaught impairs your opponent, preventing them from moving due your proximity being nigh on top of them. (An opponent may still perform other actions not requiring movement as normal).
To simplify, for one round after failing to beat your grapple check, they are unable to move.
Strong in body, strong in mind [su]: The monk gains bonus Chi equal to 1/2 their con modifier.
Karma [su]: The monk's focus has made him a conduit for the forces of balance in the universe. Whenever a foe inflicts 10 points of damage to the monk (including damage negated by Deny injury) he gains a point of karma. Karma functions in all ways identical to chi except that it can only be used offensively against a monk's foes, not defensively (I.E., it cannot be used to boost saves or abilities such as deny injury).
A monk who breaks off a conflict with such individuals loses their points of karma as the forces of balance seek other avatars for their efforts.
Lesser Stoneskin [ex]: You gain damage reduction of DR 1/- which increases by 1 for every 2 monk levels you possess.
Earth School (apprentice skills):
Diamond Body [ex]: The Monk gains +1d8 hp plus one point of HP per monk level.
Greater Deny injury [su]: When denying injury, the amount negated is 1d8 per chi sacrificed.
Greater Deny Elements [ex]: This ability supersedes and replaces deny elements. The monk gains 1 point of resistance to all elements per monk level.
(Greater) Strong in body, strong in mind [su]: This ability supersedes and replaces strong in mind, strong in body. The monk gains bonus chi equal to 1.0 their constitution modifier.
Center of gravity [ex]: You may add your constitution modifier as a bonus to grapple, trip and bullrush checks.
Crushing Grasp [ex]: When grappling a foe, you may add your constitution modifier as a damage bonus to unarmed strikes against that foe.
Greater Stoneskin [ex]: This ability supersedes and replaces lesser stoneskin. You gain one point of damage reduction of DR/- for every monk level you possess.
Indomitable [ex]: Whenever the monk is reduced to less than half of his maximum hit points he gains fast healing equal to his constitution modifier until he is at or above 50% of his maximum Hit points.
Earth School (Masters):
Master's deny injury [su]: When a monk taps a point of chi to deny damage, he denies 1d12 points of damage per chi sacrificed.
Adamantine Body [ex]: the monk gains 1d12 bonus HP, plus one point of hp per monk level
Mettle [ex]: any ability that requires a fortitude or will save and has a lesser effect on a successful save instead has no effect upon a successful will or fortitude save.
Master's strong in body, strong in mind [ex]: This ability supersedes and replaces greater strong in body, strong in mind. The Monk gains bonus Chi equal to 1.5 times their constitution modifier.
Landslide [ex]: When grappling a foe, you may bullrush them without breaking your grapple (though this still requires a standard action). Bullrushing them into a wall or other object allows for a free attack of opportunity with a an unarmed strike.
Wind School (apprentice)
lesser Form over function [ex]: The monk gains a permanent +1 dodge bonus to their AC, but suffers a permanent -1 penalty to their hit and damage.
Lesser Sudden Strike [ex]: The monk deal an addition 1d6 points of sudden strike damage to any flatfooted foe they attack; this increases by 1d6 for every 8 monk levels they possess.
Windows of opportunity [ex]: Any attacks of opportunity that the monk makes treats the foe as if they were flatfooted.
Deny Gravity [ex]: the monk may act as though under the effects of spider climb during their turn so long as they end on level terrain (As an example, a monk could move along a wall for 20 feet, but would fall if they ended their movement there).
Flurry of blows [ex]: The monk may make an additional attack during the round at the penalty of a -2 to hit and damage per attack they make; they may not make more additional attacks than their dexterity modifier. This does not require you to full attack to do so, and may be done while spring attacking.
Misdirection [ex]: Anytime a foe attacks and misses the monk, they may sacrifice a point of chi and make a reflex save against that previous missed attack; if the reflex save is higher than the missed attack, it is directed towards another foe adjacent to the monk as it passes; this new target is considered flatfooted against this attack.
Fast as the wind [ex]: The monk's base movement speed is increased by an additional 5 per every 2 monk levels.
Slow fall [ex]: monk within arm’s reach of a wall can use it to slow his descent. The amount the monk can slow himself by is equal to 1/2 his normal movement speed.
Zephyr [ex]: The monk gains a +2 bonus to hit and damage whenever moving move than 10 feet in a round.
Acrobatics training [ex]: The monk may substitute their dexterity for their strength when making jump, swim or climb checks.
Wind School (intermediate):
Evasion [ex]: The anytime the monk successfully reflex saves against an attack that has a lesser effect on a successful save, he instead suffers no damage.
Uncanny dodge [ex]: the monk can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Flurry of blows [ex]: This ability supersedes and replaces flurry of blows (flurry of blows is required to learn this skill). The penalty for each successive blow is reduced to -1 to hit and -1 to damage to all attacks for every bonus attack made.
Sudden strike [ex]: This ability supersedes and replaces lesser sudden strike (lesser sudden strike is required to learn this skill). Whenever the monk attacks a flatfooted opponent, they deal 1d6 points of precision damage plus an 1d6 for every 6 monk levels they possess.
Whipsnap [ex]: Anytime the monk attacks an opponent, the opponent must perform a reflex save (10 +1/2 monk level + monk's dexterity modifier). Failure indicates that the monk is literally too fast for the opponent to properly defend against, and is treated as flat footed.
Greater form over function [ex]: The monk gains a +1 dodge bonus to their AC, reflex saves and initiative, but suffers a permanent -1 penalty to hit and damage.
Compensate for size [ex]: the monk gains a +1 bonus to hit, damage, AC and reflex saves for every size category their attacker is larger than them.
Eternal speed [SP]: the monk may act as though under the effects of a haste spell for 1d4 rounds by sacrificing a point of chi as an immediate action.
Wind School (Masters):
Improved evasion [ex]: This ability requires evasion to learn. a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Improved Uncanny dodge [ex]: The monk can no longer be flanked; in order to sneak attack the monk, the opponent must be 4 levels higher in rogue or monk than them to do so.
Eternal freedom [SP]: By sacrificing a point of chi as an immediate action, a monk may gain the effects of freedom of movement for 1d4 rounds.
Striking the wind [ex]: Anytime an opponent attacks the monk, they must make a reflex save (10+ 1/2 monk level + monk's dexterity modifier). Failure indicates that the monk's speed is too great for the opponent to accurately keep up with, and the monk's ac is treated as if their dexterity modifier were double.
Time stands still [Su]: By sacrificing a point of chi as a free action, the monk may speed themselves up as if everyone else around them were frozen; the monk gains a bonus move action.
Improved Sudden strike [ex]: This ability supersedes and replaces sudden strike (sudden strike is required to learn this skill). Whenever the monk attacks a flatfooted opponent, they deal 1d6 points of precision damage plus an 1d6 for every 4 monk levels they possess.
Fire (apprentice):
The greatest defense [ex]: The monk gains a permanent +1 bonus to hit and damage, but incurs a permanent -1 penalty to AC.
Reckless intent [ex]: the Monk may, as a free action, decrease their AC in order to increase their ability to attack foes. For every -1 penalty to AC they take (up to a maximum of -5), they gain a +1 bonus to hit and damage.
Bloodthirst [ex]: Some monks lose themselves into darker urgers, focusing on carnage over tranquility and meditation. Such monks gain 1 point of chi whenever they kill a foe or successfully land a critical blow.
Improved Crit [ex]: The monk's unarmed strike's natural critical range increases to 19-20.
Break the unbreakable [ex]: Blows of the monks of the fire school are often so forceful as to shatter things thought untouchable; the monk may critical opponents immune to precision type damage, but suffer a -5 penalty to confirm the critical blow.
Golems suffer fractures in keyspot and oozes splatter and tremble from the overwhelming force of the monk.
Focused strikes [ex]: whenever the monk sacrifices a point of chi as a bonus to their attack roll, they also gain that as a bonus to their damage (this is also multiplied if its a critical blow).
Martial training [ex]: The monk deals damage with any non-unarmed strike weapon as if it were one size category larger than it is.
Powerful blows [ex]: When power attacking with unarmed strike, the monk may treat their unarmed strike as if it were a large 2 handed weapon (+2 bonus to damage for every -1 penalty to hit).
Unbalancing strike [ex]: As a full round action or as part of a charge, a monk may perform a single, powerful blow designed to break their target's guard. If the unarmed strike connects, the opponent must make a fortitude save (10 +1/2 monk level +monk's strength modifier) or be fatigued for 1d4 rounds.
If the monk power attacks when doing this, the DC of this ability is increased by 1 for every -2 penalty to hit.
Parry [ex]: the monk may sacrifice a point of chi to attempt to deflect an opponent's attack. The monk performs an attack roll against their opponents; if the monk's attack roll is higher than their foes, the attack is deflected away. If the monk beats their opponent by 5 or more they may immediately make an attack of opportunity against their opponent, treating them as flatfooted.
Fire School (intermediate):
Improved crit [ex]: The monk's unarmed critical strike modifier is increased to x3
The greatest defense [ex]: The monk's base attack bonus is increased to +1 per monk level (the same as a fighter), but the monk suffers a permanent -1 penalty to AC.
Crippling strike [ex]: If the monk attempts an unbalancing strike on a fatigued foe, their attacks aim for pressure points and vital regions. Any fatigued foe who fails their fortitude save against unbalancing strike also suffers 1d4 con damage. Any foe with regeneration or fast healing has their healing halved until this constitution damage is healed.
Bloodknight [ex]: the monk's lust for battle is overwhelming; such monk's seek out strong opponents constantly, thirsting for a worthy opponent. they gain one point of chi each round if the battle is 3 CR's over their character level or the DM judges their to be a 50% chance for the monk or their party to die.
Overwhelming strength [ex]: The monk may add 1/2 their monk level as a bonus to strength checks.
Deny Armor [ex]: The monk may ignore 1/2 of an opponents damage reduction when performing unarmed strikes.
Stunning blow [ex]: As a full round action, or as part of a charge, the monk may make a single, powerful attack against their opponent. If this unarmed strike connects, the foe must make a fortitude save (DC 10 +1/2 monk level +monk's strength modifier) or be stunned for 1d4 rounds.
Shatter the ethereal [SP]: The monk's spirit and martial prowess is strong enough as to combat magic itself. by sacrificing a point of chi, the monk, as a full round action, or as part of a charge, may make a single unarmed strike; anything struck by this also functions as if greater dispel magic had been cast upon it, using the monk's level instead of caster level. This even shatters force cages as if the monk's fist were a disintegration spell.
Adamantine fists [ex]: the monk's fists are forevermore treated as being adamantine in nature.
Fire School (master):
Improved crit [ex]: the monk's unarmed strike's natural crit range is increased to 18-20
Strength of the giants [ex]: The Monk functions as if he were one size category larger. The monk's unarmed strike damage increases accordingly, he gains a +4 bonus to grapple attempts and all other relevant abilities.
Killing Blow [ex]: Any foe who fails their save against being fatigued by unbalancing strike by 5 or more is instead slain, as the monk deadens nerves and severs arteries.
Greater Martial training [ex]: This ability replaces and supersedes martial training (the monk must know martial training to learn this ability). The monk deals damage with all non-unarmed strike weapons as if he were one size category larger, plus another size category for every 10 monk levels he possesses.
Greater deny armor [ex]: By sacrificing one point of chi as an immediate action, the monk may completely ignore an opponent's damage reduction with his attack, so focused is his will.
Juggernaut [su]: The monk's drive to battle is overwhelming, allowing him to ignore things that would debilitate normal individuals. By sacrificing a point of chi as free action, the monk may ignore any strength or dexterity damage he has suffered for 1d4 rounds.