Ziegander
2012-04-26, 05:48 PM
The Monk
http://img3.mmo.mmo4arab.com/news/2011/01/31/co/co/3.jpg
Alignment: Any Lawful
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |
Enhancement|
Unarmed Damage
1st|+0|+2|+2|+2|Ki Power, Legend Lore, Masterwork Body, Skirmish (+1d6)|
+0|
1d6
2nd|+1|+3|+3|+3|Evasion, Stunning Fist|
+0|
1d6
3rd|+2|+3|+3|+3|Fast Movement +10ft, Skirmish (+1d6, +1AC)|
+1|
1d6
4th|+3|+4|+4|+4|Acrobatics +10, Purity of Body|
+1|
1d8
5th|+3|+4|+4|+4|Knowledge Devotion, Skirmish (+2d6, +1AC)|
+1|
1d8
6th|+4|+5|+5|+5|Flawless Stride, Ki Dodge (20%)|
+1|
1d8
7th|+5|+5|+5|+5|Fast Movement +20ft, Skirmish (+2d6, +2AC)|
+2|
1d8
8th|+6/+1|+6|+6|+6|Acrobatics +20, Flurry of Blows|
+2|
1d10
9th|+6/+1|+6|+6|+6|Skirmish (+3d6, +2AC)|
+2|
1d10
10th|+7/+2|+7|+7|+7|Blindsense 30ft, Ghost Strike|
+2|
1d10
11th|+8/+3|+7|+7|+7|Fast Movement +30ft, Skirmish (+3d6, +3AC)|
+3|
1d10
12th|+9/+4|+8|+8|+8|Acrobatics +30, Leaf on the Wind|
+3|
2d6
13th|+9/+4|+8|+8|+8|Skirmish (+4d6, +3AC)|
+3|
2d6
14th|+10/+5|+9|+9|+9|Abundant Step, Blindsense 60ft|
+3|
2d6
15th|+11/+6/+1|+9|+9|+9|Fast Movement +40ft, Skirmish (+4d6, +4AC)|
+4|
2d6
16th|+12/+7/+2|+10|+10|+10|Acrobatics +40, Ki Dodge (50%)|
+4|
2d8
17th|+12/+7/+2|+10|+10|+10|Skirmish (+5d6, +4AC)|
+4|
2d8
18th|+13/+8/+3|+11|+11|+11|Blindsight 30ft, Empty Body|
+4|
2d8
19th|+14/+9/+4|+11|+11|+11|Fast Movement +50ft, Skirmish (+5d6, +5AC)|
+5|
2d8
20th|+15/+10/+5|+12|+12|+12|Acrobatics +50, Freedom, Perfect Self|
+5|
2d10
[/table]
Class Skills (6 + Int modifier): Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Proficiencies: A Monk is proficient with all simple weapons, but is not proficient with any armors or shields.
Ki Power (Su): A Monk can channel his ki to manifest special abilities that can enhance his attacks, his defenses, or his mobility, depending on his level. He can use his ki powers a number of times per day equal to his class level + his Wisdom modifier (to a minimum of 1 use per day; only add a Wisdom modifier if it is positive).
As long as a Monk has at least 1 use of ki power per day remaining he adds his Wisdom modifier to Initiative checks (in addition to his Dexterity modifier; again, only add this Wisdom modifier if positive).
A Monk's ki powers are Stunning Fist, Ki Dodge, Ghost Strike, Abundant Step, and Empty Body.
Legend Lore (Ex): This ability functions similarly to a Bard's Bardic Knowledge ability, except that the Monk's check has a bonus equal to his class level + his Wisdom modifier and he acquires information on events, creatures, items, and locations of great historical significance. Like a Bard, the Monk gets a +2 synergy bonus to this check if he has 5 or more ranks in Knowledge (History).
Masterwork Body (Ex): A Monk's very body is considered both a masterwork armor and a masterwork weapon. He may enchant it separately as both an armor and a weapon, and spells or abilities that effect armor or weapons may effect the Monk's body, either as armor or as a weapon as the effect applies, if he so chooses. This grants him an armor bonus to AC equal to his Constitution modifier while he wears no armor and he is always considered armed with his Unarmed Strike as outlined below.
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 Strike deals damage as given in the table above. Because of the Monk's Masterwork Body feature, his Unarmed Strikes gain a +1 enhancement bonus to attack rolls.
A Monk may make attacks with Unarmed Strike 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 Strike attacks. Normally his Unarmed Strike deals lethal damage but he may freely choose to deal nonlethal damage at no penalty.
A Monk's Unarmed Strike is considered both a manufactured weapon and a natural weapon for the purposes of spells or effects that interact with weapons. His Unarmed Strike is interchangeably considered a light weapon, a one-handed weapon, and a two-weapon in the most favorable combination whenever it would be beneficial to be treated as such.
Skirmish (Ex): As Scout, except that when making melee or thrown weapon attacks it is not precision damage, it applies to any creature regardless of anatomy, immunity, or fortification (making ranged Skirmish attacks; however, is precision damage as normal). The normal bonus a Scout would gain to AC when moving at least 10ft in a round also applies to a Monk's melee attack rolls.
Evasion (Ex): At 2nd level or higher if a Monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Monk is wearing light armor or no armor. A helpless Monk does not gain the benefit of evasion.
Stunning Fist (Ex): Starting at 2nd level, by spending a daily use of Ki Power, a Monk may empower any unarmed strike as if using the Stunning Fist feat (without needing to meet that feat's prerequisites). He must choose to do so before rolling the attack roll, but he may use this ability as a free action, even if it isn't his turn. Unlike the feat, a Monk can use this ability any number of times per round as long as he has uses of Ki Power to spend.
A Monk with this ability is treated in all respects as though he had the Stunning Fist feat and meets the prerequisites of classes, feats, items, etc accordingly.
Enhancement Bonus (Su): Starting at 3rd level a Monk's Masterwork Body has a +1 enhancement bonus and is considered both a magic armor and a magic weapon. At every four levels after 3rd the enhancement bonus of a Monk's body increases by +1.
Fast Movement (Ex): At 3rd level, a Monk's movement speed (for all types of movement) increases by 10ft. This bonus to speed increases by another 10ft every four levels hereafter.
Acrobatics (Ex): Starting at 4th level a Monk is always considered to have a running start for Jump checks, is not limited by his height to determine his jumping distance, and halves his DCs for High Jumps.
Furthermore, he gains a +10 enhancement bonus to all Balance, Jump, and Tumble checks per four Monk levels (+10 at 4th level, +20 at 8th level, +30 at 12th level, on so on).
Purity of Body (Su): A Monk of 4th level and higher is immune to all diseases and poisons (even magical ones).
Knowledge Devotion: A 5th-level Monk gets Knowledge Devotion as a bonus feat regardless of whether or not he meets the prerequisites.
The Monk's uses of his Legend Lore ability to acquire information on historically significant creatures count effectively toward gaining the bonuses granted by his Knowledge Devotion feat against those creatures.
Flawless Stride (Ex): Starting at 6th level, a Monk can move through any sort of terrain that slows movement at his normal speed and without suffering any other impairment. He avoids non-magical bludgeoning, piercing or slashing damage from terrain, but does not avoid energy damage or magical damage.
This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain that has been magically manipulated to impede motion, damage him, or impair him in some other way.
A Monk loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Ki Dodge (Su): At 6th level and higher, a Monk can spend one daily use of his Ki Power to cause an attack against him to miss when it might otherwise hit. When a Monk activates this ability, his outline shifts and wavers, granting him concealment (20% miss chance) against a single attack or targeted spell/effect. Using this ability is an immediate action that does not provoke attacks of opportunity.
At 16th level, a Monk's Ki Dodge ability grants total concealment (50% miss chance) against an attack or targeted spell/effect.
See Invisibility has no effect on concealment granted by the Ki Dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blur or displacement.
Flurry of Blows (Ex): Starting at 8th level, a Monk can make a full attack as a standard action, or at any time he would otherwise be entitled to a single attack. Whenever he does, all attacks he makes during that full attack suffer a -2 penalty to attack rolls. Other attacks he makes in the round do not suffer this penalty unless they are also made using Flurry of Blows to make a full attack when he would ordinarily be unable to.
For example, Tien moves 40ft with his move action and then makes a full attack (gaining his Skirmish bonus to melee attack rolls, to AC, and to damage) as a standard action. Each attack in that full attack suffers a -2 penalty to attack rolls. If he makes any attacks of opportunity later in the round, those attacks do not suffer this penalty unless he also chooses to make a full attack as an attack of opportunity. If he does, the penalty remains -2, it does not stack with the previous penalty.
Blindsense (Ex): At 10th level, a Monk gains the blindsense ability out to 30ft. This ability functions as described on page 306 of the Monster Manual (or as described here (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense)).
At 14th level, a Monk's blindsense stretches to 60ft.
At 18th level, a Monk gains blindsight out to 30ft (he retains his 60ft blindsense).
Ghost Strike (Su): At 10th level and higher, a Monk can spend one daily use of his Ki Power to strike incorporeal and ethereal creatures as if they were corporeal. He can also use this ability to strike corporeal foes or foes on the Material Plane while he is himself incorporeal or ethereal.
Activating Ghost Strike is a move action that does not provoke attacks of opportunity. It enables the Monk to see invisible and/or ethereal creatures normally until the start of his next turn, and affects all attacks he makes during that time.
Leaf on the Wind (Su): Starting at 12th level, a Monk can move across the surface of a liquid such as water, acid, or magma, without sinking or taking damage as long as he begins and end his movement on a solid, stable surface.
Abundant Step (Su): At 14th level and higher, a Monk can slip magically between spaces, as if using the spell dimension door, by spending one daily use of his Ki Power. His caster level for this effect is equal to his Monk level. Unlike casting the spell, using this ability requires only a move action and the Monk retains the use of his other actions for the round.
Empty Body (Su): At 18th level and higher, a Monk can spend two daily uses of his Ki Power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the Monk's class level.
Freedom (Su): A 20th-level Monk can slip from bonds, grapples, and even the effects of confining spells with ease. This ability duplicates the effects of the air walk and freedom of movement spells simultaneously, except that both are always active. A Monk loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Perfect Self (Su): At 20th level, a Monk becomes a legendary creature, suffering no penalties from aging (and removing any already accrued), gaining the ability to speak to with any creature (living or unliving, regardless of intelligence score), and becoming immune to death effects, ability damage and drain, and immune to calling and transmutation effects.
He is treated interchangeably as a Humanoid or an Outsider, each whenever it would be beneficial, and neither at any time it would be detrimental.
He gains Regeneration equal to his Wisdom modifier that is overcome by critical hits, chaotic-aligned weapons, and anarchic damage.
http://img3.mmo.mmo4arab.com/news/2011/01/31/co/co/3.jpg
Alignment: Any Lawful
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |
Enhancement|
Unarmed Damage
1st|+0|+2|+2|+2|Ki Power, Legend Lore, Masterwork Body, Skirmish (+1d6)|
+0|
1d6
2nd|+1|+3|+3|+3|Evasion, Stunning Fist|
+0|
1d6
3rd|+2|+3|+3|+3|Fast Movement +10ft, Skirmish (+1d6, +1AC)|
+1|
1d6
4th|+3|+4|+4|+4|Acrobatics +10, Purity of Body|
+1|
1d8
5th|+3|+4|+4|+4|Knowledge Devotion, Skirmish (+2d6, +1AC)|
+1|
1d8
6th|+4|+5|+5|+5|Flawless Stride, Ki Dodge (20%)|
+1|
1d8
7th|+5|+5|+5|+5|Fast Movement +20ft, Skirmish (+2d6, +2AC)|
+2|
1d8
8th|+6/+1|+6|+6|+6|Acrobatics +20, Flurry of Blows|
+2|
1d10
9th|+6/+1|+6|+6|+6|Skirmish (+3d6, +2AC)|
+2|
1d10
10th|+7/+2|+7|+7|+7|Blindsense 30ft, Ghost Strike|
+2|
1d10
11th|+8/+3|+7|+7|+7|Fast Movement +30ft, Skirmish (+3d6, +3AC)|
+3|
1d10
12th|+9/+4|+8|+8|+8|Acrobatics +30, Leaf on the Wind|
+3|
2d6
13th|+9/+4|+8|+8|+8|Skirmish (+4d6, +3AC)|
+3|
2d6
14th|+10/+5|+9|+9|+9|Abundant Step, Blindsense 60ft|
+3|
2d6
15th|+11/+6/+1|+9|+9|+9|Fast Movement +40ft, Skirmish (+4d6, +4AC)|
+4|
2d6
16th|+12/+7/+2|+10|+10|+10|Acrobatics +40, Ki Dodge (50%)|
+4|
2d8
17th|+12/+7/+2|+10|+10|+10|Skirmish (+5d6, +4AC)|
+4|
2d8
18th|+13/+8/+3|+11|+11|+11|Blindsight 30ft, Empty Body|
+4|
2d8
19th|+14/+9/+4|+11|+11|+11|Fast Movement +50ft, Skirmish (+5d6, +5AC)|
+5|
2d8
20th|+15/+10/+5|+12|+12|+12|Acrobatics +50, Freedom, Perfect Self|
+5|
2d10
[/table]
Class Skills (6 + Int modifier): Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Proficiencies: A Monk is proficient with all simple weapons, but is not proficient with any armors or shields.
Ki Power (Su): A Monk can channel his ki to manifest special abilities that can enhance his attacks, his defenses, or his mobility, depending on his level. He can use his ki powers a number of times per day equal to his class level + his Wisdom modifier (to a minimum of 1 use per day; only add a Wisdom modifier if it is positive).
As long as a Monk has at least 1 use of ki power per day remaining he adds his Wisdom modifier to Initiative checks (in addition to his Dexterity modifier; again, only add this Wisdom modifier if positive).
A Monk's ki powers are Stunning Fist, Ki Dodge, Ghost Strike, Abundant Step, and Empty Body.
Legend Lore (Ex): This ability functions similarly to a Bard's Bardic Knowledge ability, except that the Monk's check has a bonus equal to his class level + his Wisdom modifier and he acquires information on events, creatures, items, and locations of great historical significance. Like a Bard, the Monk gets a +2 synergy bonus to this check if he has 5 or more ranks in Knowledge (History).
Masterwork Body (Ex): A Monk's very body is considered both a masterwork armor and a masterwork weapon. He may enchant it separately as both an armor and a weapon, and spells or abilities that effect armor or weapons may effect the Monk's body, either as armor or as a weapon as the effect applies, if he so chooses. This grants him an armor bonus to AC equal to his Constitution modifier while he wears no armor and he is always considered armed with his Unarmed Strike as outlined below.
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 Strike deals damage as given in the table above. Because of the Monk's Masterwork Body feature, his Unarmed Strikes gain a +1 enhancement bonus to attack rolls.
A Monk may make attacks with Unarmed Strike 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 Strike attacks. Normally his Unarmed Strike deals lethal damage but he may freely choose to deal nonlethal damage at no penalty.
A Monk's Unarmed Strike is considered both a manufactured weapon and a natural weapon for the purposes of spells or effects that interact with weapons. His Unarmed Strike is interchangeably considered a light weapon, a one-handed weapon, and a two-weapon in the most favorable combination whenever it would be beneficial to be treated as such.
Skirmish (Ex): As Scout, except that when making melee or thrown weapon attacks it is not precision damage, it applies to any creature regardless of anatomy, immunity, or fortification (making ranged Skirmish attacks; however, is precision damage as normal). The normal bonus a Scout would gain to AC when moving at least 10ft in a round also applies to a Monk's melee attack rolls.
Evasion (Ex): At 2nd level or higher if a Monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Monk is wearing light armor or no armor. A helpless Monk does not gain the benefit of evasion.
Stunning Fist (Ex): Starting at 2nd level, by spending a daily use of Ki Power, a Monk may empower any unarmed strike as if using the Stunning Fist feat (without needing to meet that feat's prerequisites). He must choose to do so before rolling the attack roll, but he may use this ability as a free action, even if it isn't his turn. Unlike the feat, a Monk can use this ability any number of times per round as long as he has uses of Ki Power to spend.
A Monk with this ability is treated in all respects as though he had the Stunning Fist feat and meets the prerequisites of classes, feats, items, etc accordingly.
Enhancement Bonus (Su): Starting at 3rd level a Monk's Masterwork Body has a +1 enhancement bonus and is considered both a magic armor and a magic weapon. At every four levels after 3rd the enhancement bonus of a Monk's body increases by +1.
Fast Movement (Ex): At 3rd level, a Monk's movement speed (for all types of movement) increases by 10ft. This bonus to speed increases by another 10ft every four levels hereafter.
Acrobatics (Ex): Starting at 4th level a Monk is always considered to have a running start for Jump checks, is not limited by his height to determine his jumping distance, and halves his DCs for High Jumps.
Furthermore, he gains a +10 enhancement bonus to all Balance, Jump, and Tumble checks per four Monk levels (+10 at 4th level, +20 at 8th level, +30 at 12th level, on so on).
Purity of Body (Su): A Monk of 4th level and higher is immune to all diseases and poisons (even magical ones).
Knowledge Devotion: A 5th-level Monk gets Knowledge Devotion as a bonus feat regardless of whether or not he meets the prerequisites.
The Monk's uses of his Legend Lore ability to acquire information on historically significant creatures count effectively toward gaining the bonuses granted by his Knowledge Devotion feat against those creatures.
Flawless Stride (Ex): Starting at 6th level, a Monk can move through any sort of terrain that slows movement at his normal speed and without suffering any other impairment. He avoids non-magical bludgeoning, piercing or slashing damage from terrain, but does not avoid energy damage or magical damage.
This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain that has been magically manipulated to impede motion, damage him, or impair him in some other way.
A Monk loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Ki Dodge (Su): At 6th level and higher, a Monk can spend one daily use of his Ki Power to cause an attack against him to miss when it might otherwise hit. When a Monk activates this ability, his outline shifts and wavers, granting him concealment (20% miss chance) against a single attack or targeted spell/effect. Using this ability is an immediate action that does not provoke attacks of opportunity.
At 16th level, a Monk's Ki Dodge ability grants total concealment (50% miss chance) against an attack or targeted spell/effect.
See Invisibility has no effect on concealment granted by the Ki Dodge ability, but true seeing negates the miss chance. This concealment does not stack with that caused by other effects that grant concealment or by spells such as blur or displacement.
Flurry of Blows (Ex): Starting at 8th level, a Monk can make a full attack as a standard action, or at any time he would otherwise be entitled to a single attack. Whenever he does, all attacks he makes during that full attack suffer a -2 penalty to attack rolls. Other attacks he makes in the round do not suffer this penalty unless they are also made using Flurry of Blows to make a full attack when he would ordinarily be unable to.
For example, Tien moves 40ft with his move action and then makes a full attack (gaining his Skirmish bonus to melee attack rolls, to AC, and to damage) as a standard action. Each attack in that full attack suffers a -2 penalty to attack rolls. If he makes any attacks of opportunity later in the round, those attacks do not suffer this penalty unless he also chooses to make a full attack as an attack of opportunity. If he does, the penalty remains -2, it does not stack with the previous penalty.
Blindsense (Ex): At 10th level, a Monk gains the blindsense ability out to 30ft. This ability functions as described on page 306 of the Monster Manual (or as described here (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense)).
At 14th level, a Monk's blindsense stretches to 60ft.
At 18th level, a Monk gains blindsight out to 30ft (he retains his 60ft blindsense).
Ghost Strike (Su): At 10th level and higher, a Monk can spend one daily use of his Ki Power to strike incorporeal and ethereal creatures as if they were corporeal. He can also use this ability to strike corporeal foes or foes on the Material Plane while he is himself incorporeal or ethereal.
Activating Ghost Strike is a move action that does not provoke attacks of opportunity. It enables the Monk to see invisible and/or ethereal creatures normally until the start of his next turn, and affects all attacks he makes during that time.
Leaf on the Wind (Su): Starting at 12th level, a Monk can move across the surface of a liquid such as water, acid, or magma, without sinking or taking damage as long as he begins and end his movement on a solid, stable surface.
Abundant Step (Su): At 14th level and higher, a Monk can slip magically between spaces, as if using the spell dimension door, by spending one daily use of his Ki Power. His caster level for this effect is equal to his Monk level. Unlike casting the spell, using this ability requires only a move action and the Monk retains the use of his other actions for the round.
Empty Body (Su): At 18th level and higher, a Monk can spend two daily uses of his Ki Power to enter the Ethereal Plane for an extended period of time. This ability functions as the ethereal jaunt spell with a caster level equal to the Monk's class level.
Freedom (Su): A 20th-level Monk can slip from bonds, grapples, and even the effects of confining spells with ease. This ability duplicates the effects of the air walk and freedom of movement spells simultaneously, except that both are always active. A Monk loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Perfect Self (Su): At 20th level, a Monk becomes a legendary creature, suffering no penalties from aging (and removing any already accrued), gaining the ability to speak to with any creature (living or unliving, regardless of intelligence score), and becoming immune to death effects, ability damage and drain, and immune to calling and transmutation effects.
He is treated interchangeably as a Humanoid or an Outsider, each whenever it would be beneficial, and neither at any time it would be detrimental.
He gains Regeneration equal to his Wisdom modifier that is overcome by critical hits, chaotic-aligned weapons, and anarchic damage.