Ziegander
2011-09-21, 07:20 AM
The Monk
http://img.booru.org/Grognard//images/2/223d6cae4f260c3f0df830468b2f30faacbd7e09.jpg
Alignment: Any
HD: 1d10
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|
+2|
+2|
+2|AC Bonus, Improved Unarmed Strike, Ascetic's Path
2nd|+1|
+3|
+3|
+3|Enlightenment
3rd|+2|
+3|
+3|
+3|Path's First Step
4th|+3|
+4|
+4|
+4|Ki Strike (Soul)
5th|+3|
+4|
+4|
+4|Enlightenment
6th|+4|
+5|
+5|
+5|Path's Second Step
7th|+5|
+5|
+5|
+5|Ki Power
8th|+6/+1|
+6|
+6|
+6|Enlightenment
9th|+6/+1|
+6|
+6|
+6|Path's Third Step
10th|+7/+2|
+7|
+7|
+7|Ki Strike (Metal)
11th|+8/+3|
+7|
+7|
+7|Enlightenment
12th|+9/+4|
+8|
+8|
+8|Path's Fourth Step
13th|+9/+4|
+8|
+8|
+8|Greater Ki Power
14th|+10/+5|
+9|
+9|
+9|Enlightenment
15th|+11/+6/+1|
+9|
+9|
+9|Path's Fifth Step
16th|+12/+7/+2|
+10|
+10|
+10|Ki Strike (Supreme)
17th|+12/+7/+2|
+10|
+10|
+10|Enlightenment
18th|+13/+8/+3|
+11|
+11|
+11|Path's Final Step
19th|+14/+9/+4|
+11|
+11|
+11|Mighty Ki Power
20th|+15/+10/+5|
+12|
+12|
+12|Enlightenment, Perfect Harmony[/table]
Class Skills (6 + Int): Balance, Climb, Concentration, Craft, Handle Animal, Jump, Knowledge (Local), Knowledge (Nature), Listen, Profession, Ride, Sense Motive, Spot, Survival, and Swim (but see Paths).
Weapon & Armor Proficiency
A Monk is proficient with all simple weapons and with the Flail, Greatclub, Handaxe, Kama, Light Hammer, Longbow, Net, Nunchaku, Sai, Shortbow, Throwing Axe, Trident, and Whip. Monks are not proficient with any armors or shields. See also Ancestral Path for more information.
AC Bonus
In addition to his dexterity, a Monk may add any other ability score modifier of his choice to AC, + 1 per 4 Monk levels, as a divine bonus. This choice is made at 1st level and cannot be changed thereafter. This divine bonus applies even if the Monk is flat-footed, helpless, or unconscious and acts as a deflection bonus that stacks with other deflection bonuses. He loses this bonus only if he wears armor/shield he is not proficient with, or if he has fewer Monk levels than levels of any other base class.
Improved Unarmed Strike
A Monk begins play with the Improved Unarmed Strike feat and retains its benefits even if he doesn't meet the prerequisites. Furthermore, his Unarmed Strikes deal damage as though he were two size categories larger than normal.
A Monk may make unarmed strikes even with both of his hands full, and there is no such thing as an off-hand unarmed strike for the Monk allowing him to add his full strength bonus to all unarmed strikes. Normally his unarmed strikes deal lethal damage but he freely may choose to do nonlethal damage at no penalty.
A Monk's unarmed strikes are considered both manufactured weapons and natural weapons for the purposes of spells or effects that interact with weapons, and further, his unarmed strikes are considered masterwork weapons. This grants him a +1 bonus to attack rolls with unarmed strikes and allows him to spend resources getting them enchanted.
A Monk may add unarmed strikes to a full attack routine as a secondary natural attack in a number equal to half the iterative attacks granted him by base attack bonus (rounded up). For example, a 6th level Monk, Str 18, armed with a +1 trident may use the full attack action to make two attacks, one with the trident at +9 and one with his unarmed strike at +4 (including masterwork attack bonus).
Ascetic's Path
The bulk of the Monk's power is derived from the life he has chosen and from the purpose he has accepted for himself. Monks set themselves apart from the materialistic nature of the world for many reasons, but a few Paths stand out. At first level, a Monk must choose which Path he will walk down from among Ancestral, Holy, Mentalist, Sorcerous, or Sublime. Each of these Paths offers unique benefits and has six Steps, and at the levels indicated in the table above, the Monk obtains special powers depending on his chosen path (outlined below).
ANCESTRAL PATH
http://fc06.deviantart.net/fs49/f/2009/210/a/4/Demon_Hunter_by_JasonEngle.jpg
A Monk who walks the ancestral path pays constant tribute to the spirits of those that have come before him and is in possession of a powerful relic. Drawing on the power of these spirits and his relic, the Monk is able to demonstrate to his foes that he has not forgotten the old ways and that they are strong. To utilize this Path you require access to the supplements, Weapons of LegacyTM and Magic of IncarnumTM.
Add Bluff, Diplomacy, Disguise, Gather Information, Knowledge (History), Knowledge (Nobility & Royalty), and Speak Language to your list of class skills. Furthermore you gain 1 additional skill point per level.
You possess an Item of Legacy, enjoying privileged powers with it beyond normal wielders of such items, and gain power over Incarnum. The item, typically a weapon, is of masterwork quality, and when performing the legacy rituals for it you do not pay the GP costs and gain the Least, Lesser, and Greater Legacy Feats as bonus feats. You gain proficiency in your item if it is a weapon, armor, or shield with which you are not proficient.
Ignore the Wielder Requirements of your Item of Legacy as well as any of the personal costs associated with your Item of Legacy. The saving throw DC for any ability of your Item of Legacy which requires a saving throw is always 10 +1/2 your Monk level + your Constitution modifier. You may take Legacy feats without needing to meet their prerequisites.
Despite his many advantages over traditional Legacy wielders, rather than unlocking his item's powers via character level, the powers of the Monk's Item of Legacy can only be unlocked via Monk class levels.
You also begin play with the ability to shape a single soulmeld per day, though you do not yet possess an essentia pool or any chakra binds. At 2nd level, 4th level and every three levels thereafter you may shape an additional soulmeld per day (up to 8 at 20th level). Choose your soulmelds from the Ancestral list of soulmelds given below (you may not shape soulmelds that interfere with your alignment).
Ancestral Soulmelds
CROWN
Beast Tamer Circlet, Diadem of Purelight, Enigma Helm, Frost Helm, Hunter's Circlet, Necrocarnum Circlet, Shedu Crown, Soulspark Familiar, Threefold Mask of the Chimera
FEET
Acrobat Boots, Airstep Sandals, Cerulean Sandals, Totem Avatar, Urskan Greaves, Worg Pelt
HANDS
Bloodtalons, Bloodwar Gauntlets, Gloves of the Poisoned Soul, Lucky Dice, Sighting Gloves, Sphinx Claws, Worg Pelt
ARMS
Armguards of Disruption, Bloodwar Gauntlets, Bluesteel Bracers, Girallon Arms, Lammasu Mantle, Lifebond Vestments, Mauling Gauntlets, Necrocarnum Touch, Riding Bracers, Sailor's Bracers, Totem Avatar
BROW
Basilisk Mask, Great Raptor Mask, Keeneye Lenses, Krenshar Mask, Silvertongue Mask, Soulspark Familiar, Truthseeker Goggles, Unicorn Horn
SHOULDERS
Adamant Pauldrons, Lammasu Mantle, Pauldrons of Health, Pegasus Cloak, Shadow Mantle, Therapeutic Mantle, Totem Avatar, Wind Cloak
THROAT
Apparition Ribbon, Gorgon Mask, Necrocarnum Mantle, Silvertongue Mask, Soulspark Familiar, Winter Mask
WAIST
Flame Cincture, Lamia Belt, Manticore Belt, Necrocarnum Shroud, Necrocarnum Vestments, Phoenix Belt, Strongheart, Vest, Vitality Belt, Wormtail Belt
HEART
Blink Shirt, Lifebond Vestments, Necrocarnum Vestments, Shedu Crown, Strongheart Vest, Totem Avatar
Path's First Step (3rd Level)
You unlock your Totem chakra bind, you may activate 1 chakra bind, and:
Choose one Least Legacy ability from Ability Menu A in the Founding Legacies section of Weapons of Legacy, page 188. Your item gains the chosen ability. Additionally you gain 1 point of essentia and an additional point every level hereafter except 6th, 9th, 12th, 15th, and 18th (13 points at 20th level).
Path's Second Step (6th Level)
You unlock the Crown, and Feet chakra binds and you gain the following class feature.
Legacy Strike (Ex): Whenever you hit a creature with an attack, for 1 round increase the save DCs of spell-like abilities of your Item of Legacy against that creature by 2. Whenever a creature fails its saving throw against a spell-like ability of your Item of Legacy, for 1 round you gain a +2 bonus to attack rolls against that creature.
Path's Third Step (9th Level)
You unlock the Brow and Hands chakra binds, you may activate 2 chakra binds and you gain the following class feature.
Phantom Threat (Su): Once per encounter, as a swift action, you can manifest an ancestor spirit within your Item of Legacy providing you the benefits of flanking against a creature for up to 5 rounds.
Path's Fourth Step (12th level)
You unlock the Arms and Shoulders chakra binds and you gain the following class feature.
Rend Spirit (Su): At-will, as a full round action that provokes attacks of opportunity, while you manifest an ancestral spirit with the above ability, you can cause the manifestation to suddenly become more real as both of you attack your flanked foe. If your attack hits it deals an additional 8 Wisdom damage.
Path's Fifth Step (15th level)
You unlock the Throat and Waist chakra binds, you may activate 3 chakra binds, and you gain the following class feature.
Spirit Guide (Su): You can call an ancestral spirit from the Item of Legacy to serve you as a guide, appearing as a white mote of light, and communicating with you telepathically advice, tactical assistance, and otherworldly perception. This has the effect of granting you Blindsight out to 100ft and True Seeing out to 30ft.
Path's Final Step (18th level)
You unlock your Heart chakra bind and you gain the following class feature.
Spirit Warrior (Su): Once per day, as a standard action you can call your ancestral spirit to battle alongside you for the duration manifesting the spirit's physical form it had in life*. This manifestation lasts 1 hour, after which time, or if the manifestation is slain, the spirit returns to the normal guide form. While the spirit is manifested in this form you do not benefit from the your Spirit Guide feature nor may you use your Phantom Threat or Ancestral Menace features, however, if both you and the Spirit Warrior hit a creature with an attack during a round that creature is dealt an additional 8 Wisdom damage.
*Spirit Warrior CR 18+
Alignment: As Monk, Medium Incorporeal Undead Humanoid
Init: (Always acts just after the Monk); Senses - Blindsight 100ft, True Seeing 30ft
AC: As Monk
HP: 1/2 Monk hp (rounded down)
Immune - Undead traits
Saves - As Monk
Speed - 50ft land/50ft fly (perfect maneuverability)
Base Atk +18 (or higher), Grapple +24 (or higher)
Abilities - Str 22, Dex 22, Con -, Int 14, Wis 16, Cha 10
Feats - Blind-Fight, Combat Focus, Combat Stability, Combat Defense, Combat Vigor, Combat Awareness, Combat Strike, Dodge
Spirit Warrior possess a single martial weapon and a single exotic weapon of the Monk's choice, chosen upon gaining 18th level. These weapons possess the ghost touch property and overcome damage reduction as the Monk does. For every Monk level above 18th the Spirit Warrior's base attack bonus increases by 1. For every 3 Monk levels above 18th the Spirit Warrior gains a new feat. For every four Monk levels above 18th the Spirit Warrior gains a +1 inherent bonus to a single ability score.
HOLY PATH
http://fc06.deviantart.net/fs46/i/2009/210/b/9/Oracle_by_JasonEngle.jpg
A Monk who walks the Holy Path has been called on a religious journey. He has devoted himself to deity and through his piety has been rewarded with divine power. Trusting in the righteousness of his cause, the Monk steps into the chaos of the world hoping to kindle the flame of his godly patron in the hearts of the people.
Add Diplomacy, Heal, Knowledge (Religion), Knowledge (Planes), and Spellcraft to your list of class skills.
You gain the ability to cast a small number of spells from the Holy Path spell list given below. Additionally, because you worship a deity, you are granted the choice of a single Domain by that deity, gaining its granted power and adding its spells to your spell list. Your alignment must be within one step from the deity's whom you worship.
You have a caster level equal to your Monk level. You know every spell on your spell list, but you must prepare them ahead of time as a Cleric would. In order to prepare and cast a spell you must have a Wisdom score of at least 10 + spell level. The saving throw for spells you cast is 10 + spell level + Wisdom modifier, and you gain bonus spell slots per day for a high Wisdom score. You may not prepare or cast spells which interfere with your alignment. Like a Cleric, you use the holy symbol that is associated with your deity as the focus for your spells and to turn undead.
Holy Path Spells
Spells Per Day
{table=head]Level|1st|2nd|3rd|4th|5th
1.|0+1*|
2.|0+1|
3.|0+1|
4.|0+1|
5.|1+1|0+1|
6.|1+1|0+1|
7.|1+1|1+1|
8.|1+1|1+1|
9.|2+1|1+1|0+1|
10.|2+1|2+1|1+1|
11.|2+1|2+1|1+1|
12.|2+1|2+1|1+1|
13.|3+1|3+1|2+1|0+1|
14.|3+1|3+1|2+1|1+1|
15.|3+1|3+1|3+1|2+1|
16.|3+1|3+1|3+1|2+1|
17.|4+1|4+1|3+1|3+1|1+1
18.|4+1|4+1|4+1|3+1|2+1
19.|4+1|4+1|4+1|4+1|3+1
20.|4+1|4+1|4+1|4+1|4+1[/table]
*Domain spell slot
1ST LEVEL
Aid, align weapon, augury, calm emotions, close wounds1, command, cure light wounds*, enthrall, magic vestment/weapon, make whole, prayer, protection from alignment, remove paralysis, resist energy, searing light, sending, sanctuary, status, zone of truth.
2ND LEVEL
Bear's endurance, bull's strength, consecrate2, cure moderate wounds*, daylight, gentle repose, lesser restoration, invisibility purge, neutralize poison, protection from energy, shatter, shield other, spiritual weapon, tongues.
3RD LEVEL
Create food and water, cure serious wounds*, dispel magic, disrupting weapon, greater magic vestment/weapon, helping hand3, magic circle against alignment, remove curse, remove disease, restoration, shout4, speak with dead, water walk.
4TH LEVEL
Commune, control water, cure critical wounds*, death ward, dimensional anchor, dismissal, flame strike, freedom of movement, greater command, hallow, lesser planar ally, mass cure moderate wounds*, panacea.
5TH LEVEL
Atonement, blade barrier, break enchantment, greater dispel magic, heroes' feast, mass cure serious wounds*, regenerate, revivify, spell resistance, stone to flesh, true seeing, undead to death.
*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1 - Close Wounds restores 1d8 hit points +1 per caster level.
2 - Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in the area at the start of each round. The area of each spell is 20ft per caster level.
3 - Helping Hand also includes the effects of Spectral Hand.
4 - Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.
Path's First Step (3rd Level)
Turn Undead (Su): You gain the ability to Turn Undead like a good Cleric a number of times per day equal to 3 + your Charisma modifier.
Path's Second Step (6th Level)
Divine Patron (Su): As a standard action you may call on your deity to grant you patronage, manifesting a mote of white flame to aid you and your allies. This divine patron symbolizes your service to the deity and is an extension of the god's power. You may only be granted divine patrons for a total number of rounds per day equal to your Monk level, and as you gain levels you may call more powerful patrons. At 6th level you may call the Patron of Healing.
Patrons called with this ability have a fly speed of 30ft and may be beckoned to move as a free action on your turn. They are insubstantial and transparent allowing creatures to move through them and do not block line of sight. These patrons cannot attack or be attacked. They are not undead, nor are they subject to dispel magic or treated as summoned creatures. A called patron remains as long as you have available rounds for the day, until you dismiss it (free action), or until some other special condition given in the patron's description. You may only benefit from the service of one patron at a time, calling a new one dismisses the existing one.
PATRON OF HEALING
A Patron of Healing has a maximum amount of healing power equal to 10 times your Monk level. Any creature you designate as an ally upon calling the patron that is adjacent to it may spend a standard action to transfer a portion of its healing power into itself, up to twice the creature's total HD at a time, regaining that many hit points. Once the Patron of Healing has used all of its healing ability it dissipates and cannot be summoned again.
Path's Third Step (9th Level)
You may call the Patron of Combat.
PATRON OF COMBAT
Whenever a creature you designate as an ally upon calling the Patron of Combat (including yourself) is adjacent to the patron that creature is filled with holy fervor granting it a +1 sacred (or profane) bonus to attack and damage rolls per four Monk levels, treating its attacks as aligned as your Ki Strike ability for the purposes of overcoming damage reduction, and adding the Anarchic, Axiomatic, Holy, or Unholy enhancement to any weapons it wields as appropriate to your alignment.
Path's Fourth Step (12th Level)
You may call the Patron of Zeal.
PATRON OF ZEAL
The Patron of Zeal automatically occupies your space and does not move from there until dismissed or until your rounds are up. While the Patron of Zeal shares your space you gain DR 10/--, you benefit from the Diehard feat, and you ignore difficult terrain. Creatures you designate as foes upon calling the patron suffer a penalty to AC and saves equal to -1 per four Monk levels whenever they are adjacent to you.
Path's Fifth Step (15th Level)
You may call the Patron of the Fallen.
PATRON OF THE FALLEN
While a creature you designate as an ally upon calling the Patron of the Fallen (including yourself) is adjacent to the patron, it grants Regeneration to those creatures equal to your Monk level though lost limbs instantly reattach themselves at the beginning of their turns. Energy damage of any kind deals lethal damage. If at the start of a creature's turn it is Dead, has been dead no more than 1 round, and is within 10ft of the patron, then the patron will revive that creature, if it wishes, bringing it to 1 hit point, though the creature loses a level in the process. The patron can only attempt to revive one creature per round. Once it has revived a number of creatures equal to 1 per four Monk levels, the patron dissipates and cannot be summoned again.
Path's Final Step (18th Level)
You may call the Patron of Vengeance.
PATRON OF VENGEANCE
Whenever a creature you designate as a foe upon calling the Patron of Vengeance comes within 10ft of it that creature must make a Fort saving throw and a Will saving throw (both DC 10 + 1/2 Monk level + your highest ability modifier). A failed Fort save causes the creature to fall prone as the ground shakes in the patron's path. A failed Will save causes the creature to be Frightened as long as the patron remains but only while the patron is within 60ft. When the patron enters the space of a foe, that foe is dealt 16d6 damage, 4d6 of which is cold, 4d6 of which is electricity, 4d6 of which is fire, and 4d6 of which is raw divine power (Reflex halves, DC as above).
MENTALIST PATH
A Monk who walks the Mentalist Path pushes the capabilities of his mind and imagination to the limits unlocking latent psychic potential. Through strenuous meditation, concentration, and sheer force of will, the Monk is able to control the faculties of his body, see into the future, and even alter reality to a limited extent. To use this Path you must have access to the Complete Psionic supplement.
Add Appraise, Autohypnosis, Decipher Script, Knowledge (Any), Psicraft, and Search to your list of class skills.
You gain a number of Power Points equal to that of Psychic Warrior (though you start with 1 PP, have 2 PP at 2nd level, and the rest progresses as normal) and the ability to manifest powers from the Mentalist Path power list given below. You begin play with the Combat Manifestation feat, access to a single Mantle, and knowledge of a single 1st level psionic power. You do not gain the mantle power. Every level after 1st you learn an additional power. You may manifest 2nd level powers at 5th level, 3rd level powers at 9th, 4th level powers at 13th, and 5th level powers at 17th.
In order to manifest a power you know you must have an Intelligence score of at least 10 + power level. You have a manifester level equal to your Monk level. The saving throw for powers you manifest is 10 + power level + Intelligence modifier, and you gain bonus power points per day for a high Intelligence score.
Mentalist Path Powers
1ST LEVEL
Burst, Catfall, Chameleon, Conceal Thoughts, Detect Psionics, Distract, Empty Mind, Inertial Armor1, Metaphysical Weapon2, Precognition, Stomp, Thicken Skin3, Vigor
2ND LEVEL
Body Adjustment4, Danger Sense5, Detect Hostile Intent, Hustle, Painful Strike, Prowess, Lion's Charge, Scent, Sustenance, Thought Shield
3RD LEVEL
Dimension Slide, Energy Adaptation5, Escape Detection, Evade Burst5, Keen Edge, Mind Trap, Steadfast Perception5, Ubiquitous Vision
4TH LEVEL
Adapt Body5, Dimension Door, Greater Precognition5, Immovability, Restoration5, Second Chance5, Trace Teleport, Weapon of Energy6
5TH LEVEL
Divert Teleport5, Fate of One5, Hypercognition5, Incarnate, Iron Body5, Personal Mind Blank5, Shatter Mind Blank, Tower of Iron Will7
1 - Inertial Armor lasts 1 min/level and grants either a +4 armor bonus to AC and Touch AC, or a +1 enhancement bonus to your worn armor, whichever you prefer. By spending 4 additional power points you may increase the duration to 1 hour/level. For every 2 additional power points you spend, the armor bonus increases by +1. For every 4 additional power points you spend, the enhancement bonus increases by +1.
2 - Metaphysical Weapon functions normally or as Call Weaponry as desired. The Call Weaponry effect can be extended to 1 hour/level as can the standard Metaphysical Weapon effect.
3 - Thicken Skin grants a bonus to Natural Armor rather than the normal enhancement bonus as well as DR 2/adamantine for every +1 Natural Armor granted by the power.
4 - Body Adjustment restores your choice of either 1d12 hit points or removes 1d2 points of ability damage or drain when you manifest it and for each time you augment it. You may also augment it, spending an additional 6 power points, to manifest it as a swift action.
5 - This power costs a number of power points as appropriate to its new power level.
6 - Weapon of Energy lasts for 1 min/level and for every 3 additional power points you spend the damage dealt on a normal hit increases by 1d6 and the extra damage dealt on a critical hit increases by 1d10. By spending an additional 4 power points you may manifest it as a swift action.
7 - Tower of Iron Will only affects you and allies in the area and may be augmented, increasing the area in which allies are affected by 10ft per additional point spent.
Path's First Step (3rd Level)
Psychic Aura (Su): As Divine Mind, except that the radius is 5ft per Monk level and you gain the improvements to the speed and number of auras as given below. When you switch auras you may change any or all of them and project as many or as few as you are able.
Path's Second Step (6th Level)
You gain access to a second mantle of your choice (but do not gain the mantle power). You may switch auras as a full round action.
Path's Third Step (9th Level)
You are able to have two auras active at a time.
Path's Fourth Step (12th Level)
You gain access to a third mantle of your choice (but do not gain the mantle power). You may switch auras as a standard action.
Path's Fifth Step (15th Level)
You are able to have three auras active at a time.
Path's Final Step (18th Level)
You may switch auras as a swift action and gain the following class feature.
Shed Body (Su): As Psion Uncarnate (SRD), 5/day.
SORCEROUS PATH
http://th01.deviantart.net/fs9/PRE/i/2006/028/f/2/RO___Fury_of_Monk_by_nasrul_ds3.jpg
Walkers of the Sorcerous Path scour their foes with elemental spells, learning to channel arcane power through melee attacks and combine magical arts with combat skill.
Add Bluff, Diplomacy, Intimidate, Knowledge (Arcane), Knowledge (Dungeoneering), Perform, and Spellcraft to your list of class skills.
You gain the Combat Casting feat as a bonus feat and the ability to cast a small number of arcane spells from the Sorcerous Path spell list given below.
In order to cast a spell you know you must have a Charisma score of at least 10 + spell level. You have a caster level equal to your Monk level. You know every spell on your spell list, and cast them spontaneously the way a Sorcerer would. The saving throw for spells you cast is 10 + spell level + Charisma modifier, and you gain bonus spell slots per day for a high Charisma.
Sorcerous Path Spells
Spells Per Day
{table=head]Lvl|1st|2nd|3rd|4th|5th
1.|1|
2.|2|
3.|2|
4.|3|
5.|3|0|
6.|3|1|
7.|4|2|
8.|4|2|
9.|4|3|0|
10.|5|3|1|
11.|5|4|2|
12.|5|4|2|
13.|6|5|3|1|
14.|6|5|3|2|
15.|6|6|4|2|
16.|7|6|4|3|
17.|7|6|5|3|2
18.|7|7|5|4|3
19.|8|7|6|4|4
20.|8|7|6|5|5[/table]
1st Level: Aid, align weapon, arcane sight, benign transposition, blade of blood*, command, cloud of knives*, energy sphere(2), enlarge person, grease, gust of wind, magic vestment/weapon, obscuring mist, protection from X, ray of exhaustion, reduce person, resist energy, sanctuary, true strike, whelming blast*, whispering wind.
2nd Level: Augury, bear's endurance, bull's strength, cat's grace, cone of cold, darkness/daylight, electric vengeance*, energy ray(3), fireball, fog cloud, glitterdust, lightning bolt, make whole, meteoric strike*, protection from arrows, protection from energy, regroup*, scare, shield other, spiritual weapon, shatter.
3rd Level: Chain Lightning, create food and water, dimension step*, dispel magic, energy vulnerability*, fear, fire shield, fly, greater magic vestment/weapon, haste, magic circle against X, prismatic mist*, shout(4), sleet storm(5), wall of fire, wind wall, stinking cloud, thunder field*, vampiric touch.
4th Level: Black tentacles, condemnation*, death ward, delayed blast fireball(6), dimensional anchor, greater arcane sight, interposing hand, resilient sphere, righteous might, scrying, solid fog, sonic shield*, spell resistance, stifle spell*, stoneskin, wall of ice.
5th Level: Acid fog, blade barrier, break enchantment, disintegrate, forceful hand, freezing sphere, greater command, greater electric vengeance*, ice storm(7), mage's sword, power word blind, telekinesis, wall of force, waves of exhaustion.
*Player's Handbook 2
Path's First Step (3rd Level)
Spell Channeling (Ex): You have mastered the ability of combining of melee competence with magical power. As a standard action you may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
Make a melee attack roll at your highest attack bonus. If the attack misses the spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if you had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way if you choose to cast another spell with this ability any charges currently held in your weapon are lost.
Path's Second Step (6th Level)
Resistance (Ex): Energy Resistance to all types of energy damage equal your Monk level.
Quick Cast (Ex): Cast a spell as a swift action 1/day (+1/six levels).
Path's Third Step (9th Level)
Sense Magic (Su): (As Swordsage, Tome of Battle, page 16), with the added benefit that you can also use Detect Magic at-will as a spell-like ability.
Path's Fourth Step (12th Level)
Arcane Fury (Ex): Whenever you make an attack you may sacrifice a spell slot of any level as a free action to gain a +2 bonus to the attack roll and deal additional damage with that attack equal to 1d8 per level of the sacrificed spell slot.
Path's Fifth Step (15th Level)
Channeling Wrath (Ex): When you use the Channel Spell ability you may make a full attack rather than a single melee attack as a full-round action. If you do any foes struck by your attacks that round suffer the effects of the cast spell.
Path's Final Step (18th Level)
Greater Arcane Fury (Ex): When you use Arcane Fury the bonuses increase to +4 to attack rolls and 1d10 additional damage.
SUBLIME PATH
http://th01.deviantart.net/fs44/PRE/i/2009/125/0/7/The_Monk___Dragon_375_cover_by_RalphHorsley.jpg
A walker of the Sublime Path masters deadly martial arts, seeking perfection of the body and spirit through dedicated study of form and function.
Add Escape Artist, Hide, Intimidate, Knowledge (History), Knowledge (Engineering), Martial Lore, Move Silently, and Tumble to your list of class skills.
You gain the Vital Recovery feat as a bonus feat and the ability to initiate martial maneuvers drawn from the disciplines presented in the Tome of Battle. You learn and ready as many maneuvers as a Warblade, but you ready them in the way that a Crusader does, having the maneuvers granted to you. Your recovery is also as the Crusader's. You learns stances as a Swordsage. Your available disciplines are Desert Wind, Diamond Mind, Shadow Hand, Stone Dragon and Tiger Claw. Your initiator level equals your class level. When you initiate a maneuver that requires a saving throw, rather than the standard formula, the saving throw is 10 + 1/2 Monk level + your Strength modifier.
You qualify to take the Extra Granted Maneuver feat like a Crusader.
Path's First Step (3rd Level)
Zealous Surge (Ex): As Crusader.
Path's Second Step (6th Level)
Uncanny Dodge (Ex): As Barbarian.
Path's Third Step (9th Level)
Resounding Blows (Ex): Add your Strength modifier to critical confirmation rolls; deal an extra amount of damage with critical hits equal to 1d6/point of your Strength modifier.
Path's Fourth Step (12th Level)
Improved Uncanny Dodge (Ex): As Barbarian.
Path's Fifth Step (15th Level)
Blowback (Ex): When you score a critical hit you may push the struck foe away from you a number of 5ft squares equal to your Strength modifier times the critical multiplier of your weapon (Fort halves distance).
Path's Final Step (18th Level)
Stance Mastery (Ex): As Warblade.
Enlightenment
At 2nd level, and at every three levels thereafter, a Monk chooses an ability from the list below, ever striving closer to harmonizing his body, mind, and soul:
Fast Movement +10ft (Ex) (may be chosen multiple times, stacks)
+1 inherent bonus to any ability score (may be chosen multiple times, stacks up to 5 times per ability)
Fighter Bonus Feat (must meet prerequisites; may be chosen multiple times)
Flawless Stride (Ex) (As Scout)
Evasion (Ex)
Improved Evasion (Ex) (Requires Evasion & Flawless Stride)
Mettle (Ex) (As Hexblade)
Improved Mettle (Ex) (Requires Mettle & Immunity to [Any])
Trap Sense +2 (Ex) (As Rogue; may be chosen multiple times, stacks)
Immunity to Fear (Ex)
Immunity to Charms (Ex)
Immunity to Compulsions (Ex)
Immunity to Poisons (Ex) (including magical poisons; Requires Mettle & Immunity to Diseases)
Immunity to Diseases (Ex) (including magical diseases; Requires Mettle)
Immunity to Paralysis (Ex)
Freedom of Movement (Su) (Requires Fast Movement +10ft, Flawless Stride, Trap Sense +2, & Immunity to Paralysis; constant effect as the spell)
Spell Resistance (or Power Resistance) 10 + 1/2 Monk level (Su) (may allow any spells/powers and effects to automatically penetrate without spending an action; may be chosen multiple times, each time beyond the first increases existing SR/PR by 5)
Abundant Step (Su) (usable once every 5 minutes; Requires Evasion, Flawless Stride, & Improved Evasion)
Empty Body (Su) (Requires Evasion, Flawless Stride, Improved Evasion, & Abundant Step)
Ki Strike
Starting at 4th level, a Monk's attacks become infused with his Ki, such that whenever he attacks with any weapon that weapon is considered magic and aligned with both aspects of his alignment for the purposes of overcoming damage reduction (a True Neutral Monk may choose a single alignment at the start of each day to apply to his attacks).
At 10th level, a Monk's Ki suffuses his weapons with a superlative hardness and metallic quality such that whenever he attacks with any weapon he overcomes all damage reduction based on a special material like Silver or Adamantine.
At 16th level, a Monk's Ki becomes a thing of legend allowing his attacks with any weapon to overcome all damage reduction including Epic damage reduction.
This is a supernatural ability.
Ki Power
Starting at 7th level, a Monk learns to exalt himself with his inner power, enhancing his abilities when he most needs it. Unleashing his Ki Power requires at least 1 entire round of uninterrupted Concentration, but the Monk may take longer if he wishes. This ordinarily provokes attacks of opportunity, but see below. After his Ki Power has been unleashed he gains a +1 sacred (or profane) bonus to attacks and save DCs per four class levels and a sacred (or profane) bonus to all damage rolls equal to his class level. These bonuses persist for 1 minute per round spent unleashing the Ki Power (to a max of 1 minute per class level, can be abandoned prematurely). Once this effect wears off the Monk becomes fatigued and flat-footed for twice the number of rounds he spent unleashed (1 minute = 10 rounds).
At 13th level, the first time each encounter you unleash your Ki Power it doesn't provoke attacks of opportunity and it deals 1d6 force damage per two Monk levels to hostile creatures within 5ft per four class levels (Reflex halves, DC 10 + 1/2 Monk level + highest ability modifier), and each creature within 5ft per two class levels must succeed on a Will save at the same DC to avoid being Shaken for the duration of your Ki Power.
At 19th level, when a creature fails its saving throw against your Ki Power, if it failed its Reflex save it's hurled up to 10ft away from you into the nearest open space (if there is one) and knocked prone. If it failed its Will save it's Frightened rather than Shaken but only while you are within 100ft (beyond that it is Shaken as normal). Further, hostile creatures that end their turns adjacent to you or grappling with you are dealt 1d6 force damage per two Monk levels.
This is a supernatural ability.
Perfect Harmony (Ex): At 20th level, a Monk become an Outsider (Native) native to all planes of the multiverse, becomes immune to the rigors of aging, and gains DR 10/Epic and Magic as well as a +4 untyped bonus to all ability scores.
http://img.booru.org/Grognard//images/2/223d6cae4f260c3f0df830468b2f30faacbd7e09.jpg
Alignment: Any
HD: 1d10
{table=head]Level|Base Attack|Fort|Ref|Will|Special
1st|+0|
+2|
+2|
+2|AC Bonus, Improved Unarmed Strike, Ascetic's Path
2nd|+1|
+3|
+3|
+3|Enlightenment
3rd|+2|
+3|
+3|
+3|Path's First Step
4th|+3|
+4|
+4|
+4|Ki Strike (Soul)
5th|+3|
+4|
+4|
+4|Enlightenment
6th|+4|
+5|
+5|
+5|Path's Second Step
7th|+5|
+5|
+5|
+5|Ki Power
8th|+6/+1|
+6|
+6|
+6|Enlightenment
9th|+6/+1|
+6|
+6|
+6|Path's Third Step
10th|+7/+2|
+7|
+7|
+7|Ki Strike (Metal)
11th|+8/+3|
+7|
+7|
+7|Enlightenment
12th|+9/+4|
+8|
+8|
+8|Path's Fourth Step
13th|+9/+4|
+8|
+8|
+8|Greater Ki Power
14th|+10/+5|
+9|
+9|
+9|Enlightenment
15th|+11/+6/+1|
+9|
+9|
+9|Path's Fifth Step
16th|+12/+7/+2|
+10|
+10|
+10|Ki Strike (Supreme)
17th|+12/+7/+2|
+10|
+10|
+10|Enlightenment
18th|+13/+8/+3|
+11|
+11|
+11|Path's Final Step
19th|+14/+9/+4|
+11|
+11|
+11|Mighty Ki Power
20th|+15/+10/+5|
+12|
+12|
+12|Enlightenment, Perfect Harmony[/table]
Class Skills (6 + Int): Balance, Climb, Concentration, Craft, Handle Animal, Jump, Knowledge (Local), Knowledge (Nature), Listen, Profession, Ride, Sense Motive, Spot, Survival, and Swim (but see Paths).
Weapon & Armor Proficiency
A Monk is proficient with all simple weapons and with the Flail, Greatclub, Handaxe, Kama, Light Hammer, Longbow, Net, Nunchaku, Sai, Shortbow, Throwing Axe, Trident, and Whip. Monks are not proficient with any armors or shields. See also Ancestral Path for more information.
AC Bonus
In addition to his dexterity, a Monk may add any other ability score modifier of his choice to AC, + 1 per 4 Monk levels, as a divine bonus. This choice is made at 1st level and cannot be changed thereafter. This divine bonus applies even if the Monk is flat-footed, helpless, or unconscious and acts as a deflection bonus that stacks with other deflection bonuses. He loses this bonus only if he wears armor/shield he is not proficient with, or if he has fewer Monk levels than levels of any other base class.
Improved Unarmed Strike
A Monk begins play with the Improved Unarmed Strike feat and retains its benefits even if he doesn't meet the prerequisites. Furthermore, his Unarmed Strikes deal damage as though he were two size categories larger than normal.
A Monk may make unarmed strikes even with both of his hands full, and there is no such thing as an off-hand unarmed strike for the Monk allowing him to add his full strength bonus to all unarmed strikes. Normally his unarmed strikes deal lethal damage but he freely may choose to do nonlethal damage at no penalty.
A Monk's unarmed strikes are considered both manufactured weapons and natural weapons for the purposes of spells or effects that interact with weapons, and further, his unarmed strikes are considered masterwork weapons. This grants him a +1 bonus to attack rolls with unarmed strikes and allows him to spend resources getting them enchanted.
A Monk may add unarmed strikes to a full attack routine as a secondary natural attack in a number equal to half the iterative attacks granted him by base attack bonus (rounded up). For example, a 6th level Monk, Str 18, armed with a +1 trident may use the full attack action to make two attacks, one with the trident at +9 and one with his unarmed strike at +4 (including masterwork attack bonus).
Ascetic's Path
The bulk of the Monk's power is derived from the life he has chosen and from the purpose he has accepted for himself. Monks set themselves apart from the materialistic nature of the world for many reasons, but a few Paths stand out. At first level, a Monk must choose which Path he will walk down from among Ancestral, Holy, Mentalist, Sorcerous, or Sublime. Each of these Paths offers unique benefits and has six Steps, and at the levels indicated in the table above, the Monk obtains special powers depending on his chosen path (outlined below).
ANCESTRAL PATH
http://fc06.deviantart.net/fs49/f/2009/210/a/4/Demon_Hunter_by_JasonEngle.jpg
A Monk who walks the ancestral path pays constant tribute to the spirits of those that have come before him and is in possession of a powerful relic. Drawing on the power of these spirits and his relic, the Monk is able to demonstrate to his foes that he has not forgotten the old ways and that they are strong. To utilize this Path you require access to the supplements, Weapons of LegacyTM and Magic of IncarnumTM.
Add Bluff, Diplomacy, Disguise, Gather Information, Knowledge (History), Knowledge (Nobility & Royalty), and Speak Language to your list of class skills. Furthermore you gain 1 additional skill point per level.
You possess an Item of Legacy, enjoying privileged powers with it beyond normal wielders of such items, and gain power over Incarnum. The item, typically a weapon, is of masterwork quality, and when performing the legacy rituals for it you do not pay the GP costs and gain the Least, Lesser, and Greater Legacy Feats as bonus feats. You gain proficiency in your item if it is a weapon, armor, or shield with which you are not proficient.
Ignore the Wielder Requirements of your Item of Legacy as well as any of the personal costs associated with your Item of Legacy. The saving throw DC for any ability of your Item of Legacy which requires a saving throw is always 10 +1/2 your Monk level + your Constitution modifier. You may take Legacy feats without needing to meet their prerequisites.
Despite his many advantages over traditional Legacy wielders, rather than unlocking his item's powers via character level, the powers of the Monk's Item of Legacy can only be unlocked via Monk class levels.
You also begin play with the ability to shape a single soulmeld per day, though you do not yet possess an essentia pool or any chakra binds. At 2nd level, 4th level and every three levels thereafter you may shape an additional soulmeld per day (up to 8 at 20th level). Choose your soulmelds from the Ancestral list of soulmelds given below (you may not shape soulmelds that interfere with your alignment).
Ancestral Soulmelds
CROWN
Beast Tamer Circlet, Diadem of Purelight, Enigma Helm, Frost Helm, Hunter's Circlet, Necrocarnum Circlet, Shedu Crown, Soulspark Familiar, Threefold Mask of the Chimera
FEET
Acrobat Boots, Airstep Sandals, Cerulean Sandals, Totem Avatar, Urskan Greaves, Worg Pelt
HANDS
Bloodtalons, Bloodwar Gauntlets, Gloves of the Poisoned Soul, Lucky Dice, Sighting Gloves, Sphinx Claws, Worg Pelt
ARMS
Armguards of Disruption, Bloodwar Gauntlets, Bluesteel Bracers, Girallon Arms, Lammasu Mantle, Lifebond Vestments, Mauling Gauntlets, Necrocarnum Touch, Riding Bracers, Sailor's Bracers, Totem Avatar
BROW
Basilisk Mask, Great Raptor Mask, Keeneye Lenses, Krenshar Mask, Silvertongue Mask, Soulspark Familiar, Truthseeker Goggles, Unicorn Horn
SHOULDERS
Adamant Pauldrons, Lammasu Mantle, Pauldrons of Health, Pegasus Cloak, Shadow Mantle, Therapeutic Mantle, Totem Avatar, Wind Cloak
THROAT
Apparition Ribbon, Gorgon Mask, Necrocarnum Mantle, Silvertongue Mask, Soulspark Familiar, Winter Mask
WAIST
Flame Cincture, Lamia Belt, Manticore Belt, Necrocarnum Shroud, Necrocarnum Vestments, Phoenix Belt, Strongheart, Vest, Vitality Belt, Wormtail Belt
HEART
Blink Shirt, Lifebond Vestments, Necrocarnum Vestments, Shedu Crown, Strongheart Vest, Totem Avatar
Path's First Step (3rd Level)
You unlock your Totem chakra bind, you may activate 1 chakra bind, and:
Choose one Least Legacy ability from Ability Menu A in the Founding Legacies section of Weapons of Legacy, page 188. Your item gains the chosen ability. Additionally you gain 1 point of essentia and an additional point every level hereafter except 6th, 9th, 12th, 15th, and 18th (13 points at 20th level).
Path's Second Step (6th Level)
You unlock the Crown, and Feet chakra binds and you gain the following class feature.
Legacy Strike (Ex): Whenever you hit a creature with an attack, for 1 round increase the save DCs of spell-like abilities of your Item of Legacy against that creature by 2. Whenever a creature fails its saving throw against a spell-like ability of your Item of Legacy, for 1 round you gain a +2 bonus to attack rolls against that creature.
Path's Third Step (9th Level)
You unlock the Brow and Hands chakra binds, you may activate 2 chakra binds and you gain the following class feature.
Phantom Threat (Su): Once per encounter, as a swift action, you can manifest an ancestor spirit within your Item of Legacy providing you the benefits of flanking against a creature for up to 5 rounds.
Path's Fourth Step (12th level)
You unlock the Arms and Shoulders chakra binds and you gain the following class feature.
Rend Spirit (Su): At-will, as a full round action that provokes attacks of opportunity, while you manifest an ancestral spirit with the above ability, you can cause the manifestation to suddenly become more real as both of you attack your flanked foe. If your attack hits it deals an additional 8 Wisdom damage.
Path's Fifth Step (15th level)
You unlock the Throat and Waist chakra binds, you may activate 3 chakra binds, and you gain the following class feature.
Spirit Guide (Su): You can call an ancestral spirit from the Item of Legacy to serve you as a guide, appearing as a white mote of light, and communicating with you telepathically advice, tactical assistance, and otherworldly perception. This has the effect of granting you Blindsight out to 100ft and True Seeing out to 30ft.
Path's Final Step (18th level)
You unlock your Heart chakra bind and you gain the following class feature.
Spirit Warrior (Su): Once per day, as a standard action you can call your ancestral spirit to battle alongside you for the duration manifesting the spirit's physical form it had in life*. This manifestation lasts 1 hour, after which time, or if the manifestation is slain, the spirit returns to the normal guide form. While the spirit is manifested in this form you do not benefit from the your Spirit Guide feature nor may you use your Phantom Threat or Ancestral Menace features, however, if both you and the Spirit Warrior hit a creature with an attack during a round that creature is dealt an additional 8 Wisdom damage.
*Spirit Warrior CR 18+
Alignment: As Monk, Medium Incorporeal Undead Humanoid
Init: (Always acts just after the Monk); Senses - Blindsight 100ft, True Seeing 30ft
AC: As Monk
HP: 1/2 Monk hp (rounded down)
Immune - Undead traits
Saves - As Monk
Speed - 50ft land/50ft fly (perfect maneuverability)
Base Atk +18 (or higher), Grapple +24 (or higher)
Abilities - Str 22, Dex 22, Con -, Int 14, Wis 16, Cha 10
Feats - Blind-Fight, Combat Focus, Combat Stability, Combat Defense, Combat Vigor, Combat Awareness, Combat Strike, Dodge
Spirit Warrior possess a single martial weapon and a single exotic weapon of the Monk's choice, chosen upon gaining 18th level. These weapons possess the ghost touch property and overcome damage reduction as the Monk does. For every Monk level above 18th the Spirit Warrior's base attack bonus increases by 1. For every 3 Monk levels above 18th the Spirit Warrior gains a new feat. For every four Monk levels above 18th the Spirit Warrior gains a +1 inherent bonus to a single ability score.
HOLY PATH
http://fc06.deviantart.net/fs46/i/2009/210/b/9/Oracle_by_JasonEngle.jpg
A Monk who walks the Holy Path has been called on a religious journey. He has devoted himself to deity and through his piety has been rewarded with divine power. Trusting in the righteousness of his cause, the Monk steps into the chaos of the world hoping to kindle the flame of his godly patron in the hearts of the people.
Add Diplomacy, Heal, Knowledge (Religion), Knowledge (Planes), and Spellcraft to your list of class skills.
You gain the ability to cast a small number of spells from the Holy Path spell list given below. Additionally, because you worship a deity, you are granted the choice of a single Domain by that deity, gaining its granted power and adding its spells to your spell list. Your alignment must be within one step from the deity's whom you worship.
You have a caster level equal to your Monk level. You know every spell on your spell list, but you must prepare them ahead of time as a Cleric would. In order to prepare and cast a spell you must have a Wisdom score of at least 10 + spell level. The saving throw for spells you cast is 10 + spell level + Wisdom modifier, and you gain bonus spell slots per day for a high Wisdom score. You may not prepare or cast spells which interfere with your alignment. Like a Cleric, you use the holy symbol that is associated with your deity as the focus for your spells and to turn undead.
Holy Path Spells
Spells Per Day
{table=head]Level|1st|2nd|3rd|4th|5th
1.|0+1*|
2.|0+1|
3.|0+1|
4.|0+1|
5.|1+1|0+1|
6.|1+1|0+1|
7.|1+1|1+1|
8.|1+1|1+1|
9.|2+1|1+1|0+1|
10.|2+1|2+1|1+1|
11.|2+1|2+1|1+1|
12.|2+1|2+1|1+1|
13.|3+1|3+1|2+1|0+1|
14.|3+1|3+1|2+1|1+1|
15.|3+1|3+1|3+1|2+1|
16.|3+1|3+1|3+1|2+1|
17.|4+1|4+1|3+1|3+1|1+1
18.|4+1|4+1|4+1|3+1|2+1
19.|4+1|4+1|4+1|4+1|3+1
20.|4+1|4+1|4+1|4+1|4+1[/table]
*Domain spell slot
1ST LEVEL
Aid, align weapon, augury, calm emotions, close wounds1, command, cure light wounds*, enthrall, magic vestment/weapon, make whole, prayer, protection from alignment, remove paralysis, resist energy, searing light, sending, sanctuary, status, zone of truth.
2ND LEVEL
Bear's endurance, bull's strength, consecrate2, cure moderate wounds*, daylight, gentle repose, lesser restoration, invisibility purge, neutralize poison, protection from energy, shatter, shield other, spiritual weapon, tongues.
3RD LEVEL
Create food and water, cure serious wounds*, dispel magic, disrupting weapon, greater magic vestment/weapon, helping hand3, magic circle against alignment, remove curse, remove disease, restoration, shout4, speak with dead, water walk.
4TH LEVEL
Commune, control water, cure critical wounds*, death ward, dimensional anchor, dismissal, flame strike, freedom of movement, greater command, hallow, lesser planar ally, mass cure moderate wounds*, panacea.
5TH LEVEL
Atonement, blade barrier, break enchantment, greater dispel magic, heroes' feast, mass cure serious wounds*, regenerate, revivify, spell resistance, stone to flesh, true seeing, undead to death.
*Spells of the Cure and Inflict line have a range of Medium (100ft +10ft/level) rather than Touch. When either is used to restore hit points the spells use d12s but when used to deal damage they use d8s. The Mass versions have a range of Long (400ft +40ft/level) rather than Short and omit the phrase "no two of which may be more than 30ft apart" from the target entry.
1 - Close Wounds restores 1d8 hit points +1 per caster level.
2 - Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in the area at the start of each round. The area of each spell is 20ft per caster level.
3 - Helping Hand also includes the effects of Spectral Hand.
4 - Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.
Path's First Step (3rd Level)
Turn Undead (Su): You gain the ability to Turn Undead like a good Cleric a number of times per day equal to 3 + your Charisma modifier.
Path's Second Step (6th Level)
Divine Patron (Su): As a standard action you may call on your deity to grant you patronage, manifesting a mote of white flame to aid you and your allies. This divine patron symbolizes your service to the deity and is an extension of the god's power. You may only be granted divine patrons for a total number of rounds per day equal to your Monk level, and as you gain levels you may call more powerful patrons. At 6th level you may call the Patron of Healing.
Patrons called with this ability have a fly speed of 30ft and may be beckoned to move as a free action on your turn. They are insubstantial and transparent allowing creatures to move through them and do not block line of sight. These patrons cannot attack or be attacked. They are not undead, nor are they subject to dispel magic or treated as summoned creatures. A called patron remains as long as you have available rounds for the day, until you dismiss it (free action), or until some other special condition given in the patron's description. You may only benefit from the service of one patron at a time, calling a new one dismisses the existing one.
PATRON OF HEALING
A Patron of Healing has a maximum amount of healing power equal to 10 times your Monk level. Any creature you designate as an ally upon calling the patron that is adjacent to it may spend a standard action to transfer a portion of its healing power into itself, up to twice the creature's total HD at a time, regaining that many hit points. Once the Patron of Healing has used all of its healing ability it dissipates and cannot be summoned again.
Path's Third Step (9th Level)
You may call the Patron of Combat.
PATRON OF COMBAT
Whenever a creature you designate as an ally upon calling the Patron of Combat (including yourself) is adjacent to the patron that creature is filled with holy fervor granting it a +1 sacred (or profane) bonus to attack and damage rolls per four Monk levels, treating its attacks as aligned as your Ki Strike ability for the purposes of overcoming damage reduction, and adding the Anarchic, Axiomatic, Holy, or Unholy enhancement to any weapons it wields as appropriate to your alignment.
Path's Fourth Step (12th Level)
You may call the Patron of Zeal.
PATRON OF ZEAL
The Patron of Zeal automatically occupies your space and does not move from there until dismissed or until your rounds are up. While the Patron of Zeal shares your space you gain DR 10/--, you benefit from the Diehard feat, and you ignore difficult terrain. Creatures you designate as foes upon calling the patron suffer a penalty to AC and saves equal to -1 per four Monk levels whenever they are adjacent to you.
Path's Fifth Step (15th Level)
You may call the Patron of the Fallen.
PATRON OF THE FALLEN
While a creature you designate as an ally upon calling the Patron of the Fallen (including yourself) is adjacent to the patron, it grants Regeneration to those creatures equal to your Monk level though lost limbs instantly reattach themselves at the beginning of their turns. Energy damage of any kind deals lethal damage. If at the start of a creature's turn it is Dead, has been dead no more than 1 round, and is within 10ft of the patron, then the patron will revive that creature, if it wishes, bringing it to 1 hit point, though the creature loses a level in the process. The patron can only attempt to revive one creature per round. Once it has revived a number of creatures equal to 1 per four Monk levels, the patron dissipates and cannot be summoned again.
Path's Final Step (18th Level)
You may call the Patron of Vengeance.
PATRON OF VENGEANCE
Whenever a creature you designate as a foe upon calling the Patron of Vengeance comes within 10ft of it that creature must make a Fort saving throw and a Will saving throw (both DC 10 + 1/2 Monk level + your highest ability modifier). A failed Fort save causes the creature to fall prone as the ground shakes in the patron's path. A failed Will save causes the creature to be Frightened as long as the patron remains but only while the patron is within 60ft. When the patron enters the space of a foe, that foe is dealt 16d6 damage, 4d6 of which is cold, 4d6 of which is electricity, 4d6 of which is fire, and 4d6 of which is raw divine power (Reflex halves, DC as above).
MENTALIST PATH
A Monk who walks the Mentalist Path pushes the capabilities of his mind and imagination to the limits unlocking latent psychic potential. Through strenuous meditation, concentration, and sheer force of will, the Monk is able to control the faculties of his body, see into the future, and even alter reality to a limited extent. To use this Path you must have access to the Complete Psionic supplement.
Add Appraise, Autohypnosis, Decipher Script, Knowledge (Any), Psicraft, and Search to your list of class skills.
You gain a number of Power Points equal to that of Psychic Warrior (though you start with 1 PP, have 2 PP at 2nd level, and the rest progresses as normal) and the ability to manifest powers from the Mentalist Path power list given below. You begin play with the Combat Manifestation feat, access to a single Mantle, and knowledge of a single 1st level psionic power. You do not gain the mantle power. Every level after 1st you learn an additional power. You may manifest 2nd level powers at 5th level, 3rd level powers at 9th, 4th level powers at 13th, and 5th level powers at 17th.
In order to manifest a power you know you must have an Intelligence score of at least 10 + power level. You have a manifester level equal to your Monk level. The saving throw for powers you manifest is 10 + power level + Intelligence modifier, and you gain bonus power points per day for a high Intelligence score.
Mentalist Path Powers
1ST LEVEL
Burst, Catfall, Chameleon, Conceal Thoughts, Detect Psionics, Distract, Empty Mind, Inertial Armor1, Metaphysical Weapon2, Precognition, Stomp, Thicken Skin3, Vigor
2ND LEVEL
Body Adjustment4, Danger Sense5, Detect Hostile Intent, Hustle, Painful Strike, Prowess, Lion's Charge, Scent, Sustenance, Thought Shield
3RD LEVEL
Dimension Slide, Energy Adaptation5, Escape Detection, Evade Burst5, Keen Edge, Mind Trap, Steadfast Perception5, Ubiquitous Vision
4TH LEVEL
Adapt Body5, Dimension Door, Greater Precognition5, Immovability, Restoration5, Second Chance5, Trace Teleport, Weapon of Energy6
5TH LEVEL
Divert Teleport5, Fate of One5, Hypercognition5, Incarnate, Iron Body5, Personal Mind Blank5, Shatter Mind Blank, Tower of Iron Will7
1 - Inertial Armor lasts 1 min/level and grants either a +4 armor bonus to AC and Touch AC, or a +1 enhancement bonus to your worn armor, whichever you prefer. By spending 4 additional power points you may increase the duration to 1 hour/level. For every 2 additional power points you spend, the armor bonus increases by +1. For every 4 additional power points you spend, the enhancement bonus increases by +1.
2 - Metaphysical Weapon functions normally or as Call Weaponry as desired. The Call Weaponry effect can be extended to 1 hour/level as can the standard Metaphysical Weapon effect.
3 - Thicken Skin grants a bonus to Natural Armor rather than the normal enhancement bonus as well as DR 2/adamantine for every +1 Natural Armor granted by the power.
4 - Body Adjustment restores your choice of either 1d12 hit points or removes 1d2 points of ability damage or drain when you manifest it and for each time you augment it. You may also augment it, spending an additional 6 power points, to manifest it as a swift action.
5 - This power costs a number of power points as appropriate to its new power level.
6 - Weapon of Energy lasts for 1 min/level and for every 3 additional power points you spend the damage dealt on a normal hit increases by 1d6 and the extra damage dealt on a critical hit increases by 1d10. By spending an additional 4 power points you may manifest it as a swift action.
7 - Tower of Iron Will only affects you and allies in the area and may be augmented, increasing the area in which allies are affected by 10ft per additional point spent.
Path's First Step (3rd Level)
Psychic Aura (Su): As Divine Mind, except that the radius is 5ft per Monk level and you gain the improvements to the speed and number of auras as given below. When you switch auras you may change any or all of them and project as many or as few as you are able.
Path's Second Step (6th Level)
You gain access to a second mantle of your choice (but do not gain the mantle power). You may switch auras as a full round action.
Path's Third Step (9th Level)
You are able to have two auras active at a time.
Path's Fourth Step (12th Level)
You gain access to a third mantle of your choice (but do not gain the mantle power). You may switch auras as a standard action.
Path's Fifth Step (15th Level)
You are able to have three auras active at a time.
Path's Final Step (18th Level)
You may switch auras as a swift action and gain the following class feature.
Shed Body (Su): As Psion Uncarnate (SRD), 5/day.
SORCEROUS PATH
http://th01.deviantart.net/fs9/PRE/i/2006/028/f/2/RO___Fury_of_Monk_by_nasrul_ds3.jpg
Walkers of the Sorcerous Path scour their foes with elemental spells, learning to channel arcane power through melee attacks and combine magical arts with combat skill.
Add Bluff, Diplomacy, Intimidate, Knowledge (Arcane), Knowledge (Dungeoneering), Perform, and Spellcraft to your list of class skills.
You gain the Combat Casting feat as a bonus feat and the ability to cast a small number of arcane spells from the Sorcerous Path spell list given below.
In order to cast a spell you know you must have a Charisma score of at least 10 + spell level. You have a caster level equal to your Monk level. You know every spell on your spell list, and cast them spontaneously the way a Sorcerer would. The saving throw for spells you cast is 10 + spell level + Charisma modifier, and you gain bonus spell slots per day for a high Charisma.
Sorcerous Path Spells
Spells Per Day
{table=head]Lvl|1st|2nd|3rd|4th|5th
1.|1|
2.|2|
3.|2|
4.|3|
5.|3|0|
6.|3|1|
7.|4|2|
8.|4|2|
9.|4|3|0|
10.|5|3|1|
11.|5|4|2|
12.|5|4|2|
13.|6|5|3|1|
14.|6|5|3|2|
15.|6|6|4|2|
16.|7|6|4|3|
17.|7|6|5|3|2
18.|7|7|5|4|3
19.|8|7|6|4|4
20.|8|7|6|5|5[/table]
1st Level: Aid, align weapon, arcane sight, benign transposition, blade of blood*, command, cloud of knives*, energy sphere(2), enlarge person, grease, gust of wind, magic vestment/weapon, obscuring mist, protection from X, ray of exhaustion, reduce person, resist energy, sanctuary, true strike, whelming blast*, whispering wind.
2nd Level: Augury, bear's endurance, bull's strength, cat's grace, cone of cold, darkness/daylight, electric vengeance*, energy ray(3), fireball, fog cloud, glitterdust, lightning bolt, make whole, meteoric strike*, protection from arrows, protection from energy, regroup*, scare, shield other, spiritual weapon, shatter.
3rd Level: Chain Lightning, create food and water, dimension step*, dispel magic, energy vulnerability*, fear, fire shield, fly, greater magic vestment/weapon, haste, magic circle against X, prismatic mist*, shout(4), sleet storm(5), wall of fire, wind wall, stinking cloud, thunder field*, vampiric touch.
4th Level: Black tentacles, condemnation*, death ward, delayed blast fireball(6), dimensional anchor, greater arcane sight, interposing hand, resilient sphere, righteous might, scrying, solid fog, sonic shield*, spell resistance, stifle spell*, stoneskin, wall of ice.
5th Level: Acid fog, blade barrier, break enchantment, disintegrate, forceful hand, freezing sphere, greater command, greater electric vengeance*, ice storm(7), mage's sword, power word blind, telekinesis, wall of force, waves of exhaustion.
*Player's Handbook 2
Path's First Step (3rd Level)
Spell Channeling (Ex): You have mastered the ability of combining of melee competence with magical power. As a standard action you may cast a spell and deliver it through a single melee attack without provoking attacks of opportunity. The spell must have a casting time of 1 standard action or less, and regardless of the number of targets it could normally be assigned the spell must target only one creature. Personal spells or spells with an area effect may not be Channeled.
Make a melee attack roll at your highest attack bonus. If the attack misses the spell is cast but is wasted. If the attack hits, the target of the attack (and only the target of the attack) is subject to the effects of the cast spell as if you had succeeded on any attack rolls or spell penetration checks as the spell would normally require. The target of the attack is permitted any saving throws the spell would ordinarily allow.
Spells that generate multiple touches, or rays, charge your weapon for multiple attacks. Each time you attack with the weapon, one of the touches/rays is used until all have been used. Missing with an attack in this manner uses up one of the touches/rays. While your weapon remains charged in this way if you choose to cast another spell with this ability any charges currently held in your weapon are lost.
Path's Second Step (6th Level)
Resistance (Ex): Energy Resistance to all types of energy damage equal your Monk level.
Quick Cast (Ex): Cast a spell as a swift action 1/day (+1/six levels).
Path's Third Step (9th Level)
Sense Magic (Su): (As Swordsage, Tome of Battle, page 16), with the added benefit that you can also use Detect Magic at-will as a spell-like ability.
Path's Fourth Step (12th Level)
Arcane Fury (Ex): Whenever you make an attack you may sacrifice a spell slot of any level as a free action to gain a +2 bonus to the attack roll and deal additional damage with that attack equal to 1d8 per level of the sacrificed spell slot.
Path's Fifth Step (15th Level)
Channeling Wrath (Ex): When you use the Channel Spell ability you may make a full attack rather than a single melee attack as a full-round action. If you do any foes struck by your attacks that round suffer the effects of the cast spell.
Path's Final Step (18th Level)
Greater Arcane Fury (Ex): When you use Arcane Fury the bonuses increase to +4 to attack rolls and 1d10 additional damage.
SUBLIME PATH
http://th01.deviantart.net/fs44/PRE/i/2009/125/0/7/The_Monk___Dragon_375_cover_by_RalphHorsley.jpg
A walker of the Sublime Path masters deadly martial arts, seeking perfection of the body and spirit through dedicated study of form and function.
Add Escape Artist, Hide, Intimidate, Knowledge (History), Knowledge (Engineering), Martial Lore, Move Silently, and Tumble to your list of class skills.
You gain the Vital Recovery feat as a bonus feat and the ability to initiate martial maneuvers drawn from the disciplines presented in the Tome of Battle. You learn and ready as many maneuvers as a Warblade, but you ready them in the way that a Crusader does, having the maneuvers granted to you. Your recovery is also as the Crusader's. You learns stances as a Swordsage. Your available disciplines are Desert Wind, Diamond Mind, Shadow Hand, Stone Dragon and Tiger Claw. Your initiator level equals your class level. When you initiate a maneuver that requires a saving throw, rather than the standard formula, the saving throw is 10 + 1/2 Monk level + your Strength modifier.
You qualify to take the Extra Granted Maneuver feat like a Crusader.
Path's First Step (3rd Level)
Zealous Surge (Ex): As Crusader.
Path's Second Step (6th Level)
Uncanny Dodge (Ex): As Barbarian.
Path's Third Step (9th Level)
Resounding Blows (Ex): Add your Strength modifier to critical confirmation rolls; deal an extra amount of damage with critical hits equal to 1d6/point of your Strength modifier.
Path's Fourth Step (12th Level)
Improved Uncanny Dodge (Ex): As Barbarian.
Path's Fifth Step (15th Level)
Blowback (Ex): When you score a critical hit you may push the struck foe away from you a number of 5ft squares equal to your Strength modifier times the critical multiplier of your weapon (Fort halves distance).
Path's Final Step (18th Level)
Stance Mastery (Ex): As Warblade.
Enlightenment
At 2nd level, and at every three levels thereafter, a Monk chooses an ability from the list below, ever striving closer to harmonizing his body, mind, and soul:
Fast Movement +10ft (Ex) (may be chosen multiple times, stacks)
+1 inherent bonus to any ability score (may be chosen multiple times, stacks up to 5 times per ability)
Fighter Bonus Feat (must meet prerequisites; may be chosen multiple times)
Flawless Stride (Ex) (As Scout)
Evasion (Ex)
Improved Evasion (Ex) (Requires Evasion & Flawless Stride)
Mettle (Ex) (As Hexblade)
Improved Mettle (Ex) (Requires Mettle & Immunity to [Any])
Trap Sense +2 (Ex) (As Rogue; may be chosen multiple times, stacks)
Immunity to Fear (Ex)
Immunity to Charms (Ex)
Immunity to Compulsions (Ex)
Immunity to Poisons (Ex) (including magical poisons; Requires Mettle & Immunity to Diseases)
Immunity to Diseases (Ex) (including magical diseases; Requires Mettle)
Immunity to Paralysis (Ex)
Freedom of Movement (Su) (Requires Fast Movement +10ft, Flawless Stride, Trap Sense +2, & Immunity to Paralysis; constant effect as the spell)
Spell Resistance (or Power Resistance) 10 + 1/2 Monk level (Su) (may allow any spells/powers and effects to automatically penetrate without spending an action; may be chosen multiple times, each time beyond the first increases existing SR/PR by 5)
Abundant Step (Su) (usable once every 5 minutes; Requires Evasion, Flawless Stride, & Improved Evasion)
Empty Body (Su) (Requires Evasion, Flawless Stride, Improved Evasion, & Abundant Step)
Ki Strike
Starting at 4th level, a Monk's attacks become infused with his Ki, such that whenever he attacks with any weapon that weapon is considered magic and aligned with both aspects of his alignment for the purposes of overcoming damage reduction (a True Neutral Monk may choose a single alignment at the start of each day to apply to his attacks).
At 10th level, a Monk's Ki suffuses his weapons with a superlative hardness and metallic quality such that whenever he attacks with any weapon he overcomes all damage reduction based on a special material like Silver or Adamantine.
At 16th level, a Monk's Ki becomes a thing of legend allowing his attacks with any weapon to overcome all damage reduction including Epic damage reduction.
This is a supernatural ability.
Ki Power
Starting at 7th level, a Monk learns to exalt himself with his inner power, enhancing his abilities when he most needs it. Unleashing his Ki Power requires at least 1 entire round of uninterrupted Concentration, but the Monk may take longer if he wishes. This ordinarily provokes attacks of opportunity, but see below. After his Ki Power has been unleashed he gains a +1 sacred (or profane) bonus to attacks and save DCs per four class levels and a sacred (or profane) bonus to all damage rolls equal to his class level. These bonuses persist for 1 minute per round spent unleashing the Ki Power (to a max of 1 minute per class level, can be abandoned prematurely). Once this effect wears off the Monk becomes fatigued and flat-footed for twice the number of rounds he spent unleashed (1 minute = 10 rounds).
At 13th level, the first time each encounter you unleash your Ki Power it doesn't provoke attacks of opportunity and it deals 1d6 force damage per two Monk levels to hostile creatures within 5ft per four class levels (Reflex halves, DC 10 + 1/2 Monk level + highest ability modifier), and each creature within 5ft per two class levels must succeed on a Will save at the same DC to avoid being Shaken for the duration of your Ki Power.
At 19th level, when a creature fails its saving throw against your Ki Power, if it failed its Reflex save it's hurled up to 10ft away from you into the nearest open space (if there is one) and knocked prone. If it failed its Will save it's Frightened rather than Shaken but only while you are within 100ft (beyond that it is Shaken as normal). Further, hostile creatures that end their turns adjacent to you or grappling with you are dealt 1d6 force damage per two Monk levels.
This is a supernatural ability.
Perfect Harmony (Ex): At 20th level, a Monk become an Outsider (Native) native to all planes of the multiverse, becomes immune to the rigors of aging, and gains DR 10/Epic and Magic as well as a +4 untyped bonus to all ability scores.