The Boz
2012-07-11, 11:02 AM
Ladies and gentlemen, The Boz proudly presents...
The Monk 2.0
A hopefully functional and completely viable Monk. Originally made for Pathfinder, but it can be easily modified to fit any 3rd edition ruleset. My main goal here was making the monk an actually viable and versatile character with many tactical options. You will notice that he lost several of his signature abilities, but he gained a number of bonus feats through which he can customize his playing style. He is now a full BAB martial damage dealer, he gained several options to lessen his MAD problems, and I folded several Pathfinder Monk archetypes into optional feats, giving the player the ability to adapt to several situations and be a contributing member of the party on more occasions. The Erudition Feats make this monk a fairly flexible class, and they make it easy to find no two monks alike in a gathering of one hundred.
So, let's dive in, shall we?
Hit die: d8.
Alignment: Any Lawful.
Starting Wealth: 1d6 x 10 gp (average 35gp). In addition, each character begins play with an outfit worth 10 gp or less.
Armor & Shield Proficiencies: None. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Weapon Proficiencies: battle poi, brass knuckles, cestus, chakram, club, composite longbow, composite shortbow, dagger, flying talon, handaxe, javelin, kama, longbow, nunchaku, quarterstaff, rope gauntlet, sai, shortbow, shortspear, short sword, shuriken, siangham, sling, spear, spiked chain, starknife, temple sword, thorn bracer and throwing knife.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points: 4 + Int modifier.
The Monk 2.0:
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Class Feature
1st|
+1|
+2|
+2|
+2|Erudition Feat, Flurry of Blows, Ki pool, Unarmed Strike (1d6), Insightful Defense
2nd|
+2|
+3|
+3|
+3|Erudition Feat, Focused Fist, Evasion
3rd|
+3|
+3|
+3|
+3|Fast Movement, Stillness, Quickness
4th|
+4|
+4|
+4|
+4|Erudition Feat, Slow fall, Disciplined Defense, Unarmed Strike (1d8)
5th|
+5|
+4|
+4|
+4|Abundant Jump, Purity of Body, Ki Strike
6th|
+6|
+5|
+5|
+5|Erudition Feat
7th|
+7|
+5|
+5|
+5|Tongue of the Sun
8th|
+8|
+6|
+6|
+6|Erudition Feat, Unarmed Strike (1d10)
9th|
+9|
+6|
+6|
+6|Improved Evasion, Purity of Soul
10th|
+10|
+7|
+7|
+7|Erudition Feat
11th|
+11|
+7|
+7|
+7|Purity of Self, Tongue of the Moon
12th|
+12|
+8|
+8|
+8|Erudition Feat, Unarmed Strike (2d6)
13th|
+13|
+8|
+8|
+8|Tongue of the World
14th|
+14|
+9|
+9|
+9|Erudition Feat
15th|
+15|
+9|
+9|
+9|Timeless Body
16th|
+16|
+10|
+10|
+10|Erudition Feat, Unarmed Strike (2d8)
17th|
+17|
+10|
+10|
+10|Everlasting Body
18th|
+18|
+11|
+11|
+11|Erudition Feat
19th|
+19|
+11|
+11|
+11|Perfect Body
20th|
+20|
+12|
+12|
+12|Erudition Feat, Perfect Self, Unarmed Strike (2d10)
[/table]
Abilities Explained: An explanation of the above mentioned features and abilities. If a particular item does not appear below, it functions exactly as it does right now in Pathfinder.
Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows whenever he performs an attack, executes a combat maneuver or uses Focused Fist or any similar ki or special standard action attack during his turn. For each attack in a full-attack action, or for each special attack or maneuver, he gains one attack with the same weapon and executed using the same BAB as the attack that allowed it. Functionally, this is similar to two-weapon fighting, but flurry of blows attacks use the monk's full Strength bonus, and further dual wielding penalties do not apply. While using flurry of blows, a -2 penalty applies to all attacks or maneuver rolls done in that round. Only unarmed strikes and special monk weapons can be used to trigger or attack through flurry of blows.
Ki pool: At 1st level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 2x his monk level + his Wisdom modifier. The ki pool is replenished each morning after 8 hours of rest or meditation. A monk can spend a maximum number of ki points equal to his Wisdom modifier in a single round, or he can use just one unmodified ki power whose ki cost exceeds this value. The monk gains additional powers as he gains monk levels or obtains specific feats. Unless otherwise noted, activating each ki power is a swift action, and can only be done once per round.
Ki Step - The Monk can spend 1 ki point to perform a 5ft step instantly as a swift action. This ability can be used as an immediate action, but only when a creature within 10 feet of the monk moves or performs a 5-foot step.
Ki Save - A +4 bonus to any save for 1 round can be attained as a swift action by spending 1 ki point. This ability can be used as an immediate action, but is half as effective.
Ki Defense - A +4 dodge bonus to AC for 1 round can be obtained as a swift action by spending 1 ki point. This ability can be used as an immediate action, but is half as effective.
Unarmed Strike: At 1st level, a monk gains proficiency with unarmed strikes, as well as Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fists, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Additionally, the monk's damage with unarmed strikes increases to 1d6 at level 1, and continues to increase regularly at levels 4, 8, 12, 16 and 20 as shown in the table above.
Insightful Defense: While unarmored and unencumbered, the monk adds his Wisdom bonus to his AC and CMD. This bonus applies against touch attacks and works while flat-footed, but is lost when the monk is immobilized, helpless, wearing armor or carries any load other than light.
Focused Fist: Starting at level 2, a monk can declare to use Focused Fist as a standard action, as an attack of opportunity, or as part of a charge. This unarmed attack deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 character level + Wisdom modifier) or suffer ill consequences. Unless otherwise noted, Focused Fist costs 1 ki point. Only one of the listed effects can be applied with a single Focused Fist, but the target can suffer from multiple effects at the same time.
At level 2, the attack can cause the Stunned condition for 1 round.
At level 5, the target can be Fatigued instead, but this can not be repeated to make the target Exhausted.
At level 8, the target suffers from the Sickened condition for 1 minute.
At level 11, the target can be Staggered for a number of rounds equal to the monk's Wisdom modifier.
At level 14, the target can be outright killed, but this attack can only be attempted once per day and costs 3 additional ki points.
At level 17, the target can be permanently rendered mute, blind, or deaf at a cost of 2 additional ki points.
At level 20, the target can be paralyzed for a number of rounds equal to the monk's Wisdom modifier at a cost of 1 additional ki point.
Evasion: At 2nd level and higher, a monk can avoid damage from many area-effect attacks. 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.
Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed. This starts as +10 feet, and increases by 10 feet every 3 levels, up to a maximum +60 at level 18. A monk in armor or carrying a medium or heavy load loses this extra speed. Additionally, he gains the following ki power:
Ki Rush - By spending 1 ki point, the monk can increase his movement speed by 20 feet for 1 round.
Stillness: A monk of 3rd level or higher can choose between Still Mind and Still Body to gain a +2 bonus on either the Will or the Fortitude saving throw. Once done, this choice can not be reversed.
Quickness: From level 3 onwards, the monk can add his positive Wisdom modifier to all initiative checks.
Slow Fall: At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall is equal to 1/2 his level times 10 feet, until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. Unless a fall renders the monk unconcious or brings him to 0 hit points or lower, a monk will always land on his feet.
Disciplined Defense: While unarmored and unencumbered, the monk gains a +1 bonus to his AC and CMD. This bonus increases to +2 at level 8, +3 at level 12, +4 at level 16 and finally +5 at level 20. This bonus applies against touch attacks and works while flat-footed, but is lost when the monk is immobilized, helpless, wearing armor or carries any load other than light. Additionally, the monk gains the following ki power:
Ki Assault - By using 1 ki point, the monk can add his Disciplined Defense bonus as magical weapon enchantment for all attacks he performs in that round. When fighting with enchanted weapons, the values do not stack; the greater is taken into account and the lesser is ignored.
Abundant Jump: At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical and horizontal jumps. In addition, he always counts as having a running start when making jump checks.
By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on his next jump check.
Purity of Body: At 5th level, a monk gains immunity to all natural poisons and diseases.
Ki Strike: As long as the monk has at least 1 ki point available, he can turn his attacks into ki strikes in order to overcome damage reduction or bypass hardness. At level 5, ki strikes are magical. At level 10, they count as silver and lawful. At level 15, they are adamantine. At level 20, ki strikes gain the Axiomatic property and deal an extra 2d6 points of damage against chaotic creatures. Additionally, the monk gains the following ki power:
Ki Attack - The monk can spend 1 ki point to make one additional attack at his highest attack bonus whenever he performs a full-attack action. This attack acts like a flurry of blows; it has a -2 attack penalty and can not generate a flurry of blows follow-up.
Additionally, as long as the monk has at least 1 ki point available, he can count himself as larger than he actually is for the purposes of checking if he can perform a combat maneuver on a given target, but not if a combat maneuver can be performed on him as well. This does not grant the monk a size modifier, and opponents that are larger still regain their full size modifier bonus. At level 5, a medium monk can count as large. At level 10, he can instead count as huge. At level 15, he can count as gargantuan. At level 20, the monk can count himself as colossal whenever he is checking if a particular combat maneuver is valid against a specific target.
Tongue of the Sun: Gained at level 7, allows verbal communication with all humanoids capable of such. This has no effect if the monk himself is incapable of communication.
Purity of Soul: At 9th level, the monk becomes immune to all disease and corruption, including supernatural and magical diseases.
Purity of Self: At 11th level, a monk gains immunity to poisons of all kinds.
Tongue of the Moon: At level 11, the monk can communicate with all living sentient creatures. This has no effect if the monk himself is incapable of communication.
Tongue of the World: From level 13 onward, a monk can communicate with all sentient beings. This has no effect if the monk himself is incapable of communication.
Timeless Body: A monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Everlasting Body: A monk becomes effectively immortal, capable of living forever if he doesn't fall in combat.
Perfect Body: The monk's body has achieved perfection, and for every ability score with a natural value of 18 or more, he gains 2 ability points to distribute as he sees fit.
Perfect Self: At 20th level, a monk becomes a magical creature. He can choose to count either as an outsider and his race, only an outsider or only his race whenever prompted for the purpose of spells and magical effects. This choice is available regardless of any effects might limit the monk's perception, action or sanity, and is even available while the monk is dead. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
Erudition Feats: A monk gains a number of additional feats as he gains levels. The list of feats expands as the monk gains levels, and a higher-level monk always has the option to take a lower-level feat as well as any feats recently qualified for. When taking a Combat Feat instead of a feat listed specifically on this list, the monk may ignore all prerequisites pertaining to class or ability score, but all other prerequisites such as BAB or other feats remain. Feats that are underlined are only available through using a monk bonus feat, while others are available as normal feats no earlier than the level they appear on this list.
{table=head]Level|Feat Selection
1st|Combat Feat, Style Feat, Scorpion Attack, Perfect Attack, Flurry of Projectiles, Elemental Fist, Guided Hand, Zen Archery, Extra Ki
2nd|Maneuver Training, Fuse Style, Improved Ki Defense, Improved Ki Save, Flurry of Opportunity, Strong Fist
4th|Gorgon Attack, Slow Freefall, Ki Shot, Focused Weapon, Ki Weapon, Bloody Finesse, Guided Pain, Elemental Weapon, Pain Points, Ki Thief, Calm Meditation, Improved Ki Rush
6th|Improved Precise Shot, Ki Tempest, Elemental Ki, Ki Pounce, Wholeness of Body, Life Thief, Hale Meditation, Perfect Chain, Improved Ki Assault
8th|Medusa Attack, Shadow Body, Wholeness and Swiftness, Healing Hand, Restoring the Body, Mental Perfection, Physical Perfection, Greater Style, Abundant Leap, Thief Strike, Elemental Explosion
10th|Pinpoint Targeting, Improved Wholeness, Essence Thief, Patient Fist, Defensive Meditation
12th|Cockatrice Attack, Glass Body, Ki Sacrifice, Sure Fist, Abundant Step, Ki Penetration, Diamond Soul
14th|Protective Meditation, Resistant Ki, Reforming Diamond, Leaf on the Wind
16th|Spectral Body, Young Body, Greater Sacrifice, Incredible Style
18th|Foresight, Spell Mirror, Quicksilver Body, Elemental Projection
20th|Perfect Style, Ki Whirlwind, Centering Meditation, Ultimate Sacrifice
[/table]
New Feats Explained: An explanation of some of the feats listed in the table above. If a particular feat does not appear below, it functions exactly as it does right now.
Scorpion Attack: This 1 ki point power allows the monk to perform a Focused Fist attack that, if successful and the target fails his Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier), will reduce the target's speed to 5 feet for a number of rounds equal to the monk's Wisdom modifier. Scorpion Strike can be performed unarmed or while armed with any monk weapon. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack.
Perfect Attack: This 1 ki point power allows the monk to make one of his attacks in the round a perfect attack by rolling two d20s and choosing the best result. If the die chosen indicates a critical threat, the other die result is used as the confirmation roll. This attack can be performed with any monk weapon and with any bow.
Flurry of Projectiles: Your attacks with any ranged monk weapon or bow can trigger additional attacks as per Flurry of Blows.
Elemental Fist: When you select Elemental Fist as a feat pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, your attack deals damage normally plus 1d6 + Wisdom modifier points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll, and a failed attack roll ruins the attempt. This ability costs 1 ki point. Only one attack in a round can be an Elemental Fist, but the ability can be used with any sort of attack that deals lethal damage through unarmed strike or a special monk weapon.
Guided Hand: You can replace your Strength modifier with your Wisdom modifier for the purposes of determining your attack bonus. Works only when unarmed or using monk melee weapons.
Zen Archery: A monk with this feat may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls.
Extra Ki: Your ki pool capacity increases by 5 points. This feat may be taken multiple times.
Maneuver Training: A monk with this feat can never have his combat maneuvers turned against him, and he always gets to turn a combat maneuver upon his attacker if he successfully defends against them. If two monks with this are locked in combat, the never rule takes precedence.
Fuse Style: The monk can have any two styles active at the same time.
Improved Ki Defense: When using the Ki Defense power, the duration can be increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Improved Ki Save: When using the Ki Save power, the duration can be increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Flurry of Opportunity: A monk with this feat gain additional attacks as per Flurry of Blows while executing attacks of opportunity.
Strong Fist: A monk with this feat can use his Strength instead of Wisdom to determine the DCs for all Focused Fist effects.
Gorgon Attack: This 1 ki point power allows the monk to make a staggering blow as a standard action with any monk weapon or while unarmed. The attack can only be performed on foes that have been slowed or immobilized. The target must succeed at a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) or become slowed as per the slow spell for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Scorpion Attack.
Slow Freefall: You can use your Slow Fall ability without a nearby surface prerequisite. This becomes a supernatural ability.
Ki Shot: A 1 point ki power that can increase the range increment of any bow or thrown monk weapon by 50 feet for a number of rounds equal to the monk's Wisdom modifier.
Focused Weapon: You can deliver Focused Fist effects with any type of ranged weapon. You must select the weapon type when you take this feat; you may take this feat several times and select a different weapon type each time.
Ki Weapon: As a 1 point ki power, you can replace your weapon's damage dice with your unarmed damage dice for a number of rounds equal to your Wisdom modifier.
Bloody Finesse: While fighting with a ranged weapon or a weapon that can benefit from Weapon Finesse, you can replace your Strength modifier with your Dexterity modifier when determining damage done. Requires Weapon Finesse.
Guided Pain: When fighting with a weapon that can benefit from either Guided Hand or Zen Archery, you can replace your Strength modifier with your Wisdom modifier when determining damage done. Requires either Guided Hand or Zen Archery.
Elemental Weapon: You can deliver Elemental Fist effects with any type of ranged weapon. You must select the weapon type when you take this feat; you may take this feat several times and select a different weapon type each time.
Pain Points: A monk with this feat permanently gains a +1 bonus to attack, damage, critical hit confirmation rolls and DCs of all Focused Fist attacks against living creatures.
Ki Thief: Whenever a monk reduces a living, sentient creature to 0 or fewer hit points, he regains 1 ki point. Requires non-good alignment.
Calm Meditation: This feat allows the monk to enter a meditative state as a full-round action. Doing so lets the monk regenerate two ki points spent earlier. The monk can only use this ability a number of times per day equal to his Wisdom modifier. This ability provokes attacks of opportunity.
Improved Ki Rush: When using the Ki Rush power, the duration can be increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Ki Tempest: As a 1 point ki power, this allows the monk to divide all of his melee attacks during a full attack among multiple targets. Each target can be attacked once, or twice when using Flurry of Blows, but the monk benefits from his full BAB against all targets. A monk can also make his 5ft step between any two attacks without breaking the chain.
Elemental Ki: With this feat, the monk's Elemental Fist damage dice change to his unarmed strike damage dice. Requires Elemental Fist.
Ki Pounce: With this 2 point ki power, a monk can perform a full-attack as a standard action or as part of a charge.
Wholeness of Body: A monk with this feat can heal his own wounds as a standard action. He can heal a number of hit points equal to his monk level + Wisdom modifier at a cost of 2 ki points.
Life Thief: Whenever a monk gains ki from his Ki Thief ability, he also heals a number of hit points equal to half his monk level. Requires Ki Thief.
Hale Meditation: When using Calm Meditation, the monk also heals for a number of hit points equal to his monk level. Requires Calm Meditation.
Perfect Chain: When using Flurry of Blows as a full-attack action in combat, if the monk successfully hits the same target with every attack, he immediately regains 1 ki point plus 1 for every two attacks that connected.
Improved Ki Assault: When using the Ki Assault power, the duration can be increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Medusa Attack: With this 1 ki point power, all your attacks and maneuvers against dazed, flat-footed, paralyzed, staggered, stunned, or unconscious targets automatically become critical threats while natural critical threats are automatically confirmed. Requires Gorgon Attack.
Shadow Body: With this 3 ki point power, a monk can turn invisible for 10 rounds, as per the spell invisibility. This is a standard action.
Wholeness and Swiftness: The monk becomes capable of using his Wholeness of Body ability to heal himself as a swift action. Requires Wholeness of Body.
Healing Hand: The monk can use his Wholeness of Body ability to heal a living creature touched instead of himself as a standard action. Requires Wholeness of Body.
Restoring the Body: While using Wholeness of Body, the monk can remove a condition as well as perform healing. For 1 additional ki point, the following conditions can be removed: Bleed, Confused, Dazed, Dazzled, Fascinated, Fatigued, Shaken, Sickened. For 2 additional ki points, the following conditions can be removed: Blinded, Cowering, Deafened, Exhausted, Frightened, Nauseated, Staggered. For 3 additional ki points, the following conditions can be removed: Energy Drained, Panicked, Paralyzed, Petrified, Stunned, Unconscious. Requires Wholeness of Body.
Mental Perfection: If the monk has a mental ability (Intelligence, Wisdom or Charisma) at a natural value of 18 or more when taking this feat, he immediately gains 2 ability points that he can assign to any other mental ability that is below 18.
Physical Perfection: If the monk has a physical ability (Strength, Dexterity or Constitution) at a natural value of 18 or more when taking this feat, he immediately gains 2 ability points that he can assign to any other physical ability that is below 18.
Greater Style: The monk can have up to three styles active at the same time, and can enter all three styles as a single swift action. Requires Fuse Style.
Abundant Leap: A clearly supernatural act, the monk can perform a 300 foot jump in any direction at the cost of 1 ki point as a move action. While using this power, you are immune to the falling damage of up to 300 feet.
Thief Strike: This ability allows a monk to attack a target as a standard action and trigger his Ki Thief ability if he hits. The attack costs 1 ki point, but this is refunded if the attack connects. This counts as a Focused Fist attack. Requires Ki Thief.
Elemental Explosion: With this feat, your Elemental Fist attacks result in powerful explosions, if you so choose. These explosions are treated 15' cones, and the elemental damage from Elemental Fist affects all targets within. Secondary targets inside the area of effect may attempt a Reflex saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) to take half damage instead. The attack does not need to hit in order to generate the explosion, but the original target can only make this saving throw if the elemental fist attack missed. Requires Elemental Fist.
Improved Wholeness: By increasing the cost of Wholeness of Body by 1 ki point, the monk can heal a number of hit points equal to twice his monk level + his Wisdom modifier instead. Requires Wholeness of Body.
Essence Thief: Whenever a monk with this ability hits a living, sentient creature with an attack, he heals 1 hit point. If his HP is already at maximum, he instead gains 1 temporary hit point that lasts for one hour. Temporary hit points gained this way can not exceed the monk's level + his Wisdom modifier. The monk can benefit from this ability only when dealing lethal damage. Requires Ki Thief.
Patient Fist: A monk can set up vibrations within the body of another creature that can thereafter be used to trigger any Focused Fist effect. The effect is chosen and the Fortitude save made at the moment of attack, but the effect can be triggered by the monk at will within a number of days equal to his level. Only one patient activation can be in effect at any given time, and applying another cancels the old one. While an effect is patiently waiting to be activated, the monk is free to use his Focused Fist on this or other targets. Divine spells such as Greater Restoration can be used to remove this effect. The monk is aware if the target has made his save or not, or if the effect is removed.
Defensive Meditation: While using Calm Meditation in combat, the monk gains immunity to attacks of opportunity, sneak attack damage, critical hits and he can not be flanked. Requires Calm Meditation.
Cockatrice Attack: This 1 ki point power allows the monk to petrify flesh as a standard action attack with any monk weapon or while unarmed. The attack can only be performed on foes that are paralyzed, staggered, stunned, or unconscious. If the attack results in a critical hit, the target can attempt a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) in order to ignore the effects. This supernatural polymorph effect is permanent, but the monk can touch the stone and expend an additional ki point in order to end it. On a successful save, or if the attack failed to generate a critical hit, the target is slowed and immobilized for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Medusa Attack.
Glass Body: With this feat, a monk can become invisible as per the spell greater invisibility for 10 rounds. This costs 3 ki points. This is a standard action. Requires Shadow Body.
Ki Sacrifice: With this ability, a monk can perform an hour long ritual that is capable of bringing a person back from the dead as if using the spell raise dead. This ability drains the monk of all ki, and costs a minimum of 6 ki points, but otherwise has no material components. The monk requires full 24 hours of rest before his ki pool replenishes after using this ability. Requires Healing Hand.
Sure Fist: If a combat maneuver attempt, Focused Fist or Elemental Fist attack misses or is resisted while using Flurry of Blows, you can immediately attempt it again with the additional attack granted by Flurry of Blows at no additional cost.
Abundant Step: A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 3 points from his ki pool. The range of the ability is fixed at 600 feet. The monk does not take damage when materializing within an object; he is simply moved to the nearest available space. He cannot take other creatures with him when he uses this ability, and he can only carry a light load with him, no larger in volume than he is. After using the ability, he is free to act normally.
Ki Penetration: For 2 ki points, a monk with this ki power can ignore any protective spells on the target if their combined level is lower than the monk's level. This effect lasts for 1 round.
Diamond Soul: The monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. The monk can willingly suppress or reactivate his spell resistance as a standard action.
Protective Meditation: Whenever the monk fails a saving throw against a death effect, charm, domination, illusion or similar spell, he can enter a meditative stance and be treated as if he passed the saving throw. The meditative stance lasts a number of rounds equal to the spell's level - the monk's Wisdom modifier, down to a minimum of 1 round, and the monk can perform no actions while meditating, but no penalties to his defensive capabilities apply. Exiting the meditative stance early will immediately cause the spell resisted to come into full effect. If he still has uses of Calm Meditation for the day, he can count as using one when this ability is triggered. Requires Calm Meditation.
Resistant Ki: As a swift action, the monk can spend 2 ki points and increase his innate spell resistance by 5 for a number of rounds equal to his Wisdom modifier. Requires Diamond Soul.
Reforming Diamond: The monk becomes capable of suppressing and reactivating his Diamond Soul ability as an immediate action. Requires Diamond Soul.
Leaf on the Wind: This ki power, which can be maintained for 2 ki points per round, enables the monk o fly at half his base movement speed and average maneuverability. The monk does not need to concentrate to maintain the effect, but he must remain conscious. Using or maintaining this power is a swift action. Additionally, when the monk gains this feat, he also gains Fly as a class skill. Requires Slow Freefall and Abundant Leap.
Spectral Body: With this ki power, the monk can become ethereal for one minute as per the spell ethereal jaunt at the cost of 3 ki points. This is a standard action. Requires Shadow Body.
Young Body: With this feat, a monk can successfully revert all the negative effects of aging. He can also reverse the effects on his outward appearance, to a small extent.
Greater Sacrifice: The monk's Ki Sacrifice ability can be used to replicate the effects of resurrection instead. The minimum ki cost of the ability increases to 8 points. Requires Ki Sacrifice.
Incredible Style: The monk becomes capable of maintaining up to four styles at the same time. He can enter all four at the cost of one swift action, he can spend 1 ki point to enter all four stances as a free action or 2 ki points to enter all four stances as an immediate action. Requires Greater Style.
Foresight: His devotion to the laws of the universe have given the monk a deeper understanding of the underlying fabric of nature. He gains a +2 insight bonus to attack, damage, CMB, CMD, AC, all saves and spell resistance. As a move action, the monk can grant these bonuses to any allies within 30 feet for a number of rounds equal to the monk's Wisdom modifier at the cost of 2 ki point per ally.
Spell Mirror: Whenever a spell fails to affect the monk due to his spell resistance, he can immediately turn it back upon the caster. He must spend a number of ki points equal to half the spell level, minimum 1. This ability works against all types of spells and spell-like abilities that target the monk specifically. Spells with an area effect can also be turned as long as the monk is the primary target; doing so will suspend the spell detonation and cause the area effect to resolve at the caster's location. Requires Resistant Ki.
Quicksilver Body: By spending 4 ki points + the number of ki points associated to the ki power used, the monk can use Wholeness of Body, Shadow Body, Abundant Step and other similar powers as an immediate action at any time.
Elemental Projection: A monk with this power can spend a full-round action in order to unleash a powerful blast of ki. The blast manifests as either a 30 foot radius explosion centered on the monk, a 20 foot radius explosion anywhere within 300 feet, a 5 foot wide, 150 feet long line, or a 45 degree cone with a range of 60 feet. The monk's Elemental Fist chosen element is used to determine the type of this attack. This ability costs a minimum of 3 ki points and deals 1d8 damage per two monk levels. Targets can make a Reflex saving throw (DC 10 + 1/2 monk's level + monk's Wisdom modifier) to take half damage. By spending more ki, the blast can either deal 3d8 additional damage per additional ki point (maximum 12d8 extra damage), or have the DC increased by 2 per additional ki point. The monk is immune to the damage of his own Elemental Projection. This power is a spell-like ability with verbal and somatic components. Requires Elemental Explosion.
Perfect Style: The monk can maintain up to five styles active at the same time, and he can enter all five as a free action, or spend 1 ki point to do so as an immediate action. Requires Incredible Style.
Ki Whirlwind: As a full-round action, the monk can perform one full-attack action against all targets in melee range if unarmed or using a monk weapon. He is allowed one 5ft step between these attacks. This ki power costs 10 points. Requires Ki Tempest.
Centering Meditation: As a full-round action the monk can meditate as if performing a Calm Meditation, but restore his full ki pool. This ability can only be used once per day, but does not count against the monk's Calm Meditation uses. Requires Calm Meditation.
Ultimate Sacrifice: The monk's Ki Sacrifice ability can be used to replicate the effects of true resurrection. His ki pool must be completely full in order to do so, and this power drains it completely. Additionally, the monk can use Greater Sacrifice as a standard action. Requires Greater Sacrifice.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk, but retains all monk abilities. Monks that take a level in any other class or prestige class retain all their monk abilities, and are welcome to continue their monk studies afterwards.
Favored Class Bonuses:
In addition to gaining 1 HP or 1 skill point each level, a monk of a particular race can instead choose the following boon on level up.
Dwarf: Add +1/4 to the dodge bonus a monk gains with Ki Defense.
Elf: Add +1/4 to the attack bonus of every attack that costs at least 1 ki point.
Gnome: Add +1/4 to the save bonus a monk gains with Ki Savel.
Half-elf: Add +1/2 on all Acrobatics checks.
Half-orc: Add +1 to the monk's CMB when attempting a grapple.
Halfling: Add +1 to the monk's CMD against grapple and trip attempts.
Human: Add +1/2 to the monk's ki pool.
Well, that's about it. The monk is fixed, I think. Would you agree? Do you have any comments or critique? I want to get a discussion going.
The Monk 2.0
A hopefully functional and completely viable Monk. Originally made for Pathfinder, but it can be easily modified to fit any 3rd edition ruleset. My main goal here was making the monk an actually viable and versatile character with many tactical options. You will notice that he lost several of his signature abilities, but he gained a number of bonus feats through which he can customize his playing style. He is now a full BAB martial damage dealer, he gained several options to lessen his MAD problems, and I folded several Pathfinder Monk archetypes into optional feats, giving the player the ability to adapt to several situations and be a contributing member of the party on more occasions. The Erudition Feats make this monk a fairly flexible class, and they make it easy to find no two monks alike in a gathering of one hundred.
So, let's dive in, shall we?
Hit die: d8.
Alignment: Any Lawful.
Starting Wealth: 1d6 x 10 gp (average 35gp). In addition, each character begins play with an outfit worth 10 gp or less.
Armor & Shield Proficiencies: None. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
Weapon Proficiencies: battle poi, brass knuckles, cestus, chakram, club, composite longbow, composite shortbow, dagger, flying talon, handaxe, javelin, kama, longbow, nunchaku, quarterstaff, rope gauntlet, sai, shortbow, shortspear, short sword, shuriken, siangham, sling, spear, spiked chain, starknife, temple sword, thorn bracer and throwing knife.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points: 4 + Int modifier.
The Monk 2.0:
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Class Feature
1st|
+1|
+2|
+2|
+2|Erudition Feat, Flurry of Blows, Ki pool, Unarmed Strike (1d6), Insightful Defense
2nd|
+2|
+3|
+3|
+3|Erudition Feat, Focused Fist, Evasion
3rd|
+3|
+3|
+3|
+3|Fast Movement, Stillness, Quickness
4th|
+4|
+4|
+4|
+4|Erudition Feat, Slow fall, Disciplined Defense, Unarmed Strike (1d8)
5th|
+5|
+4|
+4|
+4|Abundant Jump, Purity of Body, Ki Strike
6th|
+6|
+5|
+5|
+5|Erudition Feat
7th|
+7|
+5|
+5|
+5|Tongue of the Sun
8th|
+8|
+6|
+6|
+6|Erudition Feat, Unarmed Strike (1d10)
9th|
+9|
+6|
+6|
+6|Improved Evasion, Purity of Soul
10th|
+10|
+7|
+7|
+7|Erudition Feat
11th|
+11|
+7|
+7|
+7|Purity of Self, Tongue of the Moon
12th|
+12|
+8|
+8|
+8|Erudition Feat, Unarmed Strike (2d6)
13th|
+13|
+8|
+8|
+8|Tongue of the World
14th|
+14|
+9|
+9|
+9|Erudition Feat
15th|
+15|
+9|
+9|
+9|Timeless Body
16th|
+16|
+10|
+10|
+10|Erudition Feat, Unarmed Strike (2d8)
17th|
+17|
+10|
+10|
+10|Everlasting Body
18th|
+18|
+11|
+11|
+11|Erudition Feat
19th|
+19|
+11|
+11|
+11|Perfect Body
20th|
+20|
+12|
+12|
+12|Erudition Feat, Perfect Self, Unarmed Strike (2d10)
[/table]
Abilities Explained: An explanation of the above mentioned features and abilities. If a particular item does not appear below, it functions exactly as it does right now in Pathfinder.
Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows whenever he performs an attack, executes a combat maneuver or uses Focused Fist or any similar ki or special standard action attack during his turn. For each attack in a full-attack action, or for each special attack or maneuver, he gains one attack with the same weapon and executed using the same BAB as the attack that allowed it. Functionally, this is similar to two-weapon fighting, but flurry of blows attacks use the monk's full Strength bonus, and further dual wielding penalties do not apply. While using flurry of blows, a -2 penalty applies to all attacks or maneuver rolls done in that round. Only unarmed strikes and special monk weapons can be used to trigger or attack through flurry of blows.
Ki pool: At 1st level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 2x his monk level + his Wisdom modifier. The ki pool is replenished each morning after 8 hours of rest or meditation. A monk can spend a maximum number of ki points equal to his Wisdom modifier in a single round, or he can use just one unmodified ki power whose ki cost exceeds this value. The monk gains additional powers as he gains monk levels or obtains specific feats. Unless otherwise noted, activating each ki power is a swift action, and can only be done once per round.
Ki Step - The Monk can spend 1 ki point to perform a 5ft step instantly as a swift action. This ability can be used as an immediate action, but only when a creature within 10 feet of the monk moves or performs a 5-foot step.
Ki Save - A +4 bonus to any save for 1 round can be attained as a swift action by spending 1 ki point. This ability can be used as an immediate action, but is half as effective.
Ki Defense - A +4 dodge bonus to AC for 1 round can be obtained as a swift action by spending 1 ki point. This ability can be used as an immediate action, but is half as effective.
Unarmed Strike: At 1st level, a monk gains proficiency with unarmed strikes, as well as Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fists, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Additionally, the monk's damage with unarmed strikes increases to 1d6 at level 1, and continues to increase regularly at levels 4, 8, 12, 16 and 20 as shown in the table above.
Insightful Defense: While unarmored and unencumbered, the monk adds his Wisdom bonus to his AC and CMD. This bonus applies against touch attacks and works while flat-footed, but is lost when the monk is immobilized, helpless, wearing armor or carries any load other than light.
Focused Fist: Starting at level 2, a monk can declare to use Focused Fist as a standard action, as an attack of opportunity, or as part of a charge. This unarmed attack deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 character level + Wisdom modifier) or suffer ill consequences. Unless otherwise noted, Focused Fist costs 1 ki point. Only one of the listed effects can be applied with a single Focused Fist, but the target can suffer from multiple effects at the same time.
At level 2, the attack can cause the Stunned condition for 1 round.
At level 5, the target can be Fatigued instead, but this can not be repeated to make the target Exhausted.
At level 8, the target suffers from the Sickened condition for 1 minute.
At level 11, the target can be Staggered for a number of rounds equal to the monk's Wisdom modifier.
At level 14, the target can be outright killed, but this attack can only be attempted once per day and costs 3 additional ki points.
At level 17, the target can be permanently rendered mute, blind, or deaf at a cost of 2 additional ki points.
At level 20, the target can be paralyzed for a number of rounds equal to the monk's Wisdom modifier at a cost of 1 additional ki point.
Evasion: At 2nd level and higher, a monk can avoid damage from many area-effect attacks. 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.
Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed. This starts as +10 feet, and increases by 10 feet every 3 levels, up to a maximum +60 at level 18. A monk in armor or carrying a medium or heavy load loses this extra speed. Additionally, he gains the following ki power:
Ki Rush - By spending 1 ki point, the monk can increase his movement speed by 20 feet for 1 round.
Stillness: A monk of 3rd level or higher can choose between Still Mind and Still Body to gain a +2 bonus on either the Will or the Fortitude saving throw. Once done, this choice can not be reversed.
Quickness: From level 3 onwards, the monk can add his positive Wisdom modifier to all initiative checks.
Slow Fall: At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall is equal to 1/2 his level times 10 feet, until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. Unless a fall renders the monk unconcious or brings him to 0 hit points or lower, a monk will always land on his feet.
Disciplined Defense: While unarmored and unencumbered, the monk gains a +1 bonus to his AC and CMD. This bonus increases to +2 at level 8, +3 at level 12, +4 at level 16 and finally +5 at level 20. This bonus applies against touch attacks and works while flat-footed, but is lost when the monk is immobilized, helpless, wearing armor or carries any load other than light. Additionally, the monk gains the following ki power:
Ki Assault - By using 1 ki point, the monk can add his Disciplined Defense bonus as magical weapon enchantment for all attacks he performs in that round. When fighting with enchanted weapons, the values do not stack; the greater is taken into account and the lesser is ignored.
Abundant Jump: At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical and horizontal jumps. In addition, he always counts as having a running start when making jump checks.
By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on his next jump check.
Purity of Body: At 5th level, a monk gains immunity to all natural poisons and diseases.
Ki Strike: As long as the monk has at least 1 ki point available, he can turn his attacks into ki strikes in order to overcome damage reduction or bypass hardness. At level 5, ki strikes are magical. At level 10, they count as silver and lawful. At level 15, they are adamantine. At level 20, ki strikes gain the Axiomatic property and deal an extra 2d6 points of damage against chaotic creatures. Additionally, the monk gains the following ki power:
Ki Attack - The monk can spend 1 ki point to make one additional attack at his highest attack bonus whenever he performs a full-attack action. This attack acts like a flurry of blows; it has a -2 attack penalty and can not generate a flurry of blows follow-up.
Additionally, as long as the monk has at least 1 ki point available, he can count himself as larger than he actually is for the purposes of checking if he can perform a combat maneuver on a given target, but not if a combat maneuver can be performed on him as well. This does not grant the monk a size modifier, and opponents that are larger still regain their full size modifier bonus. At level 5, a medium monk can count as large. At level 10, he can instead count as huge. At level 15, he can count as gargantuan. At level 20, the monk can count himself as colossal whenever he is checking if a particular combat maneuver is valid against a specific target.
Tongue of the Sun: Gained at level 7, allows verbal communication with all humanoids capable of such. This has no effect if the monk himself is incapable of communication.
Purity of Soul: At 9th level, the monk becomes immune to all disease and corruption, including supernatural and magical diseases.
Purity of Self: At 11th level, a monk gains immunity to poisons of all kinds.
Tongue of the Moon: At level 11, the monk can communicate with all living sentient creatures. This has no effect if the monk himself is incapable of communication.
Tongue of the World: From level 13 onward, a monk can communicate with all sentient beings. This has no effect if the monk himself is incapable of communication.
Timeless Body: A monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Everlasting Body: A monk becomes effectively immortal, capable of living forever if he doesn't fall in combat.
Perfect Body: The monk's body has achieved perfection, and for every ability score with a natural value of 18 or more, he gains 2 ability points to distribute as he sees fit.
Perfect Self: At 20th level, a monk becomes a magical creature. He can choose to count either as an outsider and his race, only an outsider or only his race whenever prompted for the purpose of spells and magical effects. This choice is available regardless of any effects might limit the monk's perception, action or sanity, and is even available while the monk is dead. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
Erudition Feats: A monk gains a number of additional feats as he gains levels. The list of feats expands as the monk gains levels, and a higher-level monk always has the option to take a lower-level feat as well as any feats recently qualified for. When taking a Combat Feat instead of a feat listed specifically on this list, the monk may ignore all prerequisites pertaining to class or ability score, but all other prerequisites such as BAB or other feats remain. Feats that are underlined are only available through using a monk bonus feat, while others are available as normal feats no earlier than the level they appear on this list.
{table=head]Level|Feat Selection
1st|Combat Feat, Style Feat, Scorpion Attack, Perfect Attack, Flurry of Projectiles, Elemental Fist, Guided Hand, Zen Archery, Extra Ki
2nd|Maneuver Training, Fuse Style, Improved Ki Defense, Improved Ki Save, Flurry of Opportunity, Strong Fist
4th|Gorgon Attack, Slow Freefall, Ki Shot, Focused Weapon, Ki Weapon, Bloody Finesse, Guided Pain, Elemental Weapon, Pain Points, Ki Thief, Calm Meditation, Improved Ki Rush
6th|Improved Precise Shot, Ki Tempest, Elemental Ki, Ki Pounce, Wholeness of Body, Life Thief, Hale Meditation, Perfect Chain, Improved Ki Assault
8th|Medusa Attack, Shadow Body, Wholeness and Swiftness, Healing Hand, Restoring the Body, Mental Perfection, Physical Perfection, Greater Style, Abundant Leap, Thief Strike, Elemental Explosion
10th|Pinpoint Targeting, Improved Wholeness, Essence Thief, Patient Fist, Defensive Meditation
12th|Cockatrice Attack, Glass Body, Ki Sacrifice, Sure Fist, Abundant Step, Ki Penetration, Diamond Soul
14th|Protective Meditation, Resistant Ki, Reforming Diamond, Leaf on the Wind
16th|Spectral Body, Young Body, Greater Sacrifice, Incredible Style
18th|Foresight, Spell Mirror, Quicksilver Body, Elemental Projection
20th|Perfect Style, Ki Whirlwind, Centering Meditation, Ultimate Sacrifice
[/table]
New Feats Explained: An explanation of some of the feats listed in the table above. If a particular feat does not appear below, it functions exactly as it does right now.
Scorpion Attack: This 1 ki point power allows the monk to perform a Focused Fist attack that, if successful and the target fails his Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier), will reduce the target's speed to 5 feet for a number of rounds equal to the monk's Wisdom modifier. Scorpion Strike can be performed unarmed or while armed with any monk weapon. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack.
Perfect Attack: This 1 ki point power allows the monk to make one of his attacks in the round a perfect attack by rolling two d20s and choosing the best result. If the die chosen indicates a critical threat, the other die result is used as the confirmation roll. This attack can be performed with any monk weapon and with any bow.
Flurry of Projectiles: Your attacks with any ranged monk weapon or bow can trigger additional attacks as per Flurry of Blows.
Elemental Fist: When you select Elemental Fist as a feat pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, your attack deals damage normally plus 1d6 + Wisdom modifier points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll, and a failed attack roll ruins the attempt. This ability costs 1 ki point. Only one attack in a round can be an Elemental Fist, but the ability can be used with any sort of attack that deals lethal damage through unarmed strike or a special monk weapon.
Guided Hand: You can replace your Strength modifier with your Wisdom modifier for the purposes of determining your attack bonus. Works only when unarmed or using monk melee weapons.
Zen Archery: A monk with this feat may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls.
Extra Ki: Your ki pool capacity increases by 5 points. This feat may be taken multiple times.
Maneuver Training: A monk with this feat can never have his combat maneuvers turned against him, and he always gets to turn a combat maneuver upon his attacker if he successfully defends against them. If two monks with this are locked in combat, the never rule takes precedence.
Fuse Style: The monk can have any two styles active at the same time.
Improved Ki Defense: When using the Ki Defense power, the duration can be increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Improved Ki Save: When using the Ki Save power, the duration can be increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Flurry of Opportunity: A monk with this feat gain additional attacks as per Flurry of Blows while executing attacks of opportunity.
Strong Fist: A monk with this feat can use his Strength instead of Wisdom to determine the DCs for all Focused Fist effects.
Gorgon Attack: This 1 ki point power allows the monk to make a staggering blow as a standard action with any monk weapon or while unarmed. The attack can only be performed on foes that have been slowed or immobilized. The target must succeed at a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) or become slowed as per the slow spell for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Scorpion Attack.
Slow Freefall: You can use your Slow Fall ability without a nearby surface prerequisite. This becomes a supernatural ability.
Ki Shot: A 1 point ki power that can increase the range increment of any bow or thrown monk weapon by 50 feet for a number of rounds equal to the monk's Wisdom modifier.
Focused Weapon: You can deliver Focused Fist effects with any type of ranged weapon. You must select the weapon type when you take this feat; you may take this feat several times and select a different weapon type each time.
Ki Weapon: As a 1 point ki power, you can replace your weapon's damage dice with your unarmed damage dice for a number of rounds equal to your Wisdom modifier.
Bloody Finesse: While fighting with a ranged weapon or a weapon that can benefit from Weapon Finesse, you can replace your Strength modifier with your Dexterity modifier when determining damage done. Requires Weapon Finesse.
Guided Pain: When fighting with a weapon that can benefit from either Guided Hand or Zen Archery, you can replace your Strength modifier with your Wisdom modifier when determining damage done. Requires either Guided Hand or Zen Archery.
Elemental Weapon: You can deliver Elemental Fist effects with any type of ranged weapon. You must select the weapon type when you take this feat; you may take this feat several times and select a different weapon type each time.
Pain Points: A monk with this feat permanently gains a +1 bonus to attack, damage, critical hit confirmation rolls and DCs of all Focused Fist attacks against living creatures.
Ki Thief: Whenever a monk reduces a living, sentient creature to 0 or fewer hit points, he regains 1 ki point. Requires non-good alignment.
Calm Meditation: This feat allows the monk to enter a meditative state as a full-round action. Doing so lets the monk regenerate two ki points spent earlier. The monk can only use this ability a number of times per day equal to his Wisdom modifier. This ability provokes attacks of opportunity.
Improved Ki Rush: When using the Ki Rush power, the duration can be increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Ki Tempest: As a 1 point ki power, this allows the monk to divide all of his melee attacks during a full attack among multiple targets. Each target can be attacked once, or twice when using Flurry of Blows, but the monk benefits from his full BAB against all targets. A monk can also make his 5ft step between any two attacks without breaking the chain.
Elemental Ki: With this feat, the monk's Elemental Fist damage dice change to his unarmed strike damage dice. Requires Elemental Fist.
Ki Pounce: With this 2 point ki power, a monk can perform a full-attack as a standard action or as part of a charge.
Wholeness of Body: A monk with this feat can heal his own wounds as a standard action. He can heal a number of hit points equal to his monk level + Wisdom modifier at a cost of 2 ki points.
Life Thief: Whenever a monk gains ki from his Ki Thief ability, he also heals a number of hit points equal to half his monk level. Requires Ki Thief.
Hale Meditation: When using Calm Meditation, the monk also heals for a number of hit points equal to his monk level. Requires Calm Meditation.
Perfect Chain: When using Flurry of Blows as a full-attack action in combat, if the monk successfully hits the same target with every attack, he immediately regains 1 ki point plus 1 for every two attacks that connected.
Improved Ki Assault: When using the Ki Assault power, the duration can be increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Medusa Attack: With this 1 ki point power, all your attacks and maneuvers against dazed, flat-footed, paralyzed, staggered, stunned, or unconscious targets automatically become critical threats while natural critical threats are automatically confirmed. Requires Gorgon Attack.
Shadow Body: With this 3 ki point power, a monk can turn invisible for 10 rounds, as per the spell invisibility. This is a standard action.
Wholeness and Swiftness: The monk becomes capable of using his Wholeness of Body ability to heal himself as a swift action. Requires Wholeness of Body.
Healing Hand: The monk can use his Wholeness of Body ability to heal a living creature touched instead of himself as a standard action. Requires Wholeness of Body.
Restoring the Body: While using Wholeness of Body, the monk can remove a condition as well as perform healing. For 1 additional ki point, the following conditions can be removed: Bleed, Confused, Dazed, Dazzled, Fascinated, Fatigued, Shaken, Sickened. For 2 additional ki points, the following conditions can be removed: Blinded, Cowering, Deafened, Exhausted, Frightened, Nauseated, Staggered. For 3 additional ki points, the following conditions can be removed: Energy Drained, Panicked, Paralyzed, Petrified, Stunned, Unconscious. Requires Wholeness of Body.
Mental Perfection: If the monk has a mental ability (Intelligence, Wisdom or Charisma) at a natural value of 18 or more when taking this feat, he immediately gains 2 ability points that he can assign to any other mental ability that is below 18.
Physical Perfection: If the monk has a physical ability (Strength, Dexterity or Constitution) at a natural value of 18 or more when taking this feat, he immediately gains 2 ability points that he can assign to any other physical ability that is below 18.
Greater Style: The monk can have up to three styles active at the same time, and can enter all three styles as a single swift action. Requires Fuse Style.
Abundant Leap: A clearly supernatural act, the monk can perform a 300 foot jump in any direction at the cost of 1 ki point as a move action. While using this power, you are immune to the falling damage of up to 300 feet.
Thief Strike: This ability allows a monk to attack a target as a standard action and trigger his Ki Thief ability if he hits. The attack costs 1 ki point, but this is refunded if the attack connects. This counts as a Focused Fist attack. Requires Ki Thief.
Elemental Explosion: With this feat, your Elemental Fist attacks result in powerful explosions, if you so choose. These explosions are treated 15' cones, and the elemental damage from Elemental Fist affects all targets within. Secondary targets inside the area of effect may attempt a Reflex saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) to take half damage instead. The attack does not need to hit in order to generate the explosion, but the original target can only make this saving throw if the elemental fist attack missed. Requires Elemental Fist.
Improved Wholeness: By increasing the cost of Wholeness of Body by 1 ki point, the monk can heal a number of hit points equal to twice his monk level + his Wisdom modifier instead. Requires Wholeness of Body.
Essence Thief: Whenever a monk with this ability hits a living, sentient creature with an attack, he heals 1 hit point. If his HP is already at maximum, he instead gains 1 temporary hit point that lasts for one hour. Temporary hit points gained this way can not exceed the monk's level + his Wisdom modifier. The monk can benefit from this ability only when dealing lethal damage. Requires Ki Thief.
Patient Fist: A monk can set up vibrations within the body of another creature that can thereafter be used to trigger any Focused Fist effect. The effect is chosen and the Fortitude save made at the moment of attack, but the effect can be triggered by the monk at will within a number of days equal to his level. Only one patient activation can be in effect at any given time, and applying another cancels the old one. While an effect is patiently waiting to be activated, the monk is free to use his Focused Fist on this or other targets. Divine spells such as Greater Restoration can be used to remove this effect. The monk is aware if the target has made his save or not, or if the effect is removed.
Defensive Meditation: While using Calm Meditation in combat, the monk gains immunity to attacks of opportunity, sneak attack damage, critical hits and he can not be flanked. Requires Calm Meditation.
Cockatrice Attack: This 1 ki point power allows the monk to petrify flesh as a standard action attack with any monk weapon or while unarmed. The attack can only be performed on foes that are paralyzed, staggered, stunned, or unconscious. If the attack results in a critical hit, the target can attempt a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) in order to ignore the effects. This supernatural polymorph effect is permanent, but the monk can touch the stone and expend an additional ki point in order to end it. On a successful save, or if the attack failed to generate a critical hit, the target is slowed and immobilized for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Medusa Attack.
Glass Body: With this feat, a monk can become invisible as per the spell greater invisibility for 10 rounds. This costs 3 ki points. This is a standard action. Requires Shadow Body.
Ki Sacrifice: With this ability, a monk can perform an hour long ritual that is capable of bringing a person back from the dead as if using the spell raise dead. This ability drains the monk of all ki, and costs a minimum of 6 ki points, but otherwise has no material components. The monk requires full 24 hours of rest before his ki pool replenishes after using this ability. Requires Healing Hand.
Sure Fist: If a combat maneuver attempt, Focused Fist or Elemental Fist attack misses or is resisted while using Flurry of Blows, you can immediately attempt it again with the additional attack granted by Flurry of Blows at no additional cost.
Abundant Step: A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 3 points from his ki pool. The range of the ability is fixed at 600 feet. The monk does not take damage when materializing within an object; he is simply moved to the nearest available space. He cannot take other creatures with him when he uses this ability, and he can only carry a light load with him, no larger in volume than he is. After using the ability, he is free to act normally.
Ki Penetration: For 2 ki points, a monk with this ki power can ignore any protective spells on the target if their combined level is lower than the monk's level. This effect lasts for 1 round.
Diamond Soul: The monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. The monk can willingly suppress or reactivate his spell resistance as a standard action.
Protective Meditation: Whenever the monk fails a saving throw against a death effect, charm, domination, illusion or similar spell, he can enter a meditative stance and be treated as if he passed the saving throw. The meditative stance lasts a number of rounds equal to the spell's level - the monk's Wisdom modifier, down to a minimum of 1 round, and the monk can perform no actions while meditating, but no penalties to his defensive capabilities apply. Exiting the meditative stance early will immediately cause the spell resisted to come into full effect. If he still has uses of Calm Meditation for the day, he can count as using one when this ability is triggered. Requires Calm Meditation.
Resistant Ki: As a swift action, the monk can spend 2 ki points and increase his innate spell resistance by 5 for a number of rounds equal to his Wisdom modifier. Requires Diamond Soul.
Reforming Diamond: The monk becomes capable of suppressing and reactivating his Diamond Soul ability as an immediate action. Requires Diamond Soul.
Leaf on the Wind: This ki power, which can be maintained for 2 ki points per round, enables the monk o fly at half his base movement speed and average maneuverability. The monk does not need to concentrate to maintain the effect, but he must remain conscious. Using or maintaining this power is a swift action. Additionally, when the monk gains this feat, he also gains Fly as a class skill. Requires Slow Freefall and Abundant Leap.
Spectral Body: With this ki power, the monk can become ethereal for one minute as per the spell ethereal jaunt at the cost of 3 ki points. This is a standard action. Requires Shadow Body.
Young Body: With this feat, a monk can successfully revert all the negative effects of aging. He can also reverse the effects on his outward appearance, to a small extent.
Greater Sacrifice: The monk's Ki Sacrifice ability can be used to replicate the effects of resurrection instead. The minimum ki cost of the ability increases to 8 points. Requires Ki Sacrifice.
Incredible Style: The monk becomes capable of maintaining up to four styles at the same time. He can enter all four at the cost of one swift action, he can spend 1 ki point to enter all four stances as a free action or 2 ki points to enter all four stances as an immediate action. Requires Greater Style.
Foresight: His devotion to the laws of the universe have given the monk a deeper understanding of the underlying fabric of nature. He gains a +2 insight bonus to attack, damage, CMB, CMD, AC, all saves and spell resistance. As a move action, the monk can grant these bonuses to any allies within 30 feet for a number of rounds equal to the monk's Wisdom modifier at the cost of 2 ki point per ally.
Spell Mirror: Whenever a spell fails to affect the monk due to his spell resistance, he can immediately turn it back upon the caster. He must spend a number of ki points equal to half the spell level, minimum 1. This ability works against all types of spells and spell-like abilities that target the monk specifically. Spells with an area effect can also be turned as long as the monk is the primary target; doing so will suspend the spell detonation and cause the area effect to resolve at the caster's location. Requires Resistant Ki.
Quicksilver Body: By spending 4 ki points + the number of ki points associated to the ki power used, the monk can use Wholeness of Body, Shadow Body, Abundant Step and other similar powers as an immediate action at any time.
Elemental Projection: A monk with this power can spend a full-round action in order to unleash a powerful blast of ki. The blast manifests as either a 30 foot radius explosion centered on the monk, a 20 foot radius explosion anywhere within 300 feet, a 5 foot wide, 150 feet long line, or a 45 degree cone with a range of 60 feet. The monk's Elemental Fist chosen element is used to determine the type of this attack. This ability costs a minimum of 3 ki points and deals 1d8 damage per two monk levels. Targets can make a Reflex saving throw (DC 10 + 1/2 monk's level + monk's Wisdom modifier) to take half damage. By spending more ki, the blast can either deal 3d8 additional damage per additional ki point (maximum 12d8 extra damage), or have the DC increased by 2 per additional ki point. The monk is immune to the damage of his own Elemental Projection. This power is a spell-like ability with verbal and somatic components. Requires Elemental Explosion.
Perfect Style: The monk can maintain up to five styles active at the same time, and he can enter all five as a free action, or spend 1 ki point to do so as an immediate action. Requires Incredible Style.
Ki Whirlwind: As a full-round action, the monk can perform one full-attack action against all targets in melee range if unarmed or using a monk weapon. He is allowed one 5ft step between these attacks. This ki power costs 10 points. Requires Ki Tempest.
Centering Meditation: As a full-round action the monk can meditate as if performing a Calm Meditation, but restore his full ki pool. This ability can only be used once per day, but does not count against the monk's Calm Meditation uses. Requires Calm Meditation.
Ultimate Sacrifice: The monk's Ki Sacrifice ability can be used to replicate the effects of true resurrection. His ki pool must be completely full in order to do so, and this power drains it completely. Additionally, the monk can use Greater Sacrifice as a standard action. Requires Greater Sacrifice.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk, but retains all monk abilities. Monks that take a level in any other class or prestige class retain all their monk abilities, and are welcome to continue their monk studies afterwards.
Favored Class Bonuses:
In addition to gaining 1 HP or 1 skill point each level, a monk of a particular race can instead choose the following boon on level up.
Dwarf: Add +1/4 to the dodge bonus a monk gains with Ki Defense.
Elf: Add +1/4 to the attack bonus of every attack that costs at least 1 ki point.
Gnome: Add +1/4 to the save bonus a monk gains with Ki Savel.
Half-elf: Add +1/2 on all Acrobatics checks.
Half-orc: Add +1 to the monk's CMB when attempting a grapple.
Halfling: Add +1 to the monk's CMD against grapple and trip attempts.
Human: Add +1/2 to the monk's ki pool.
Well, that's about it. The monk is fixed, I think. Would you agree? Do you have any comments or critique? I want to get a discussion going.