Xaotiq1
2013-01-29, 04:57 PM
Okay, so, I know that everyone and their animal companion has made a go of either "fixing" or re-imagining the monk. I also know that unarmed swordsage is considered THE monk fix. I'm not sure what possessed me to write this, but I'm throwing it up here anyway.
So, as the monk's schtick is more human than human, so to speak, and becoming an outsider, I took the base chassis of the outsider type (full BAB, All good saves, 8+Int Skills)and built on that with a dash of Warlock. I'm hoping that this falls to high tier 4 or low, very low tier 3. Oh, I really suck at writing fluff, so there'll be none of that. Well, here we go:
Monk
Abilities: Nearly all monk class features key off of Wisdom. Constitution would be a close second as hit points are a precious resource. The monk’s high number of skill points alleviates the need for a high Intelligence score. The monk’s class features also help alleviate the need for a higher than average Dexterity or Strength. Nothing keys off of Charisma save a couple of skills.
Races: Same as PHB.
Alignment: Monks strive to keep a cool head in most all situations. Therefore, those with extreme alignments find the monk’s training frustrating. A monk must always have a neutral component to their alignment to reflect this level of mental calm.
Hit Die: d8
Starting Gold: 4d4x10gp
Starting Age: As Cleric (PHB 190)
Class Skills
The monk’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (History), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), , Speak Language, Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points per Level: 6 + Int modifier (x4 at 1st level)
Class Table
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|
AC Bonus|
Unarmed Damage|
Katas Known
1st|
+1|
+2|
+2|
+2|AC Bonus, Katas (Apprentice), Martial Arts Training|
+0|
1d8|
3
2nd|
+2|
+3|
+3|
+3|Evasion|
+0|
1d8|
4
3rd|
+3|
+3|
+3|
+3|Quick Thinker|
+0|
1d8|
5
4th|
+4|
+4|
+4|
+4|Advanced Martial Arts Training|
+0|
1d10|
6
5th|
+5|
+4|
+4|
+4|Flesh as Stone|
+1|
1d10|
7
6th|
+6/+1|
+5|
+5|
+5|Katas (Initiate), Mettle|
+1|
1d10|
9
7th|
+7/+2|
+5|
+5|
+5|Bodily Renewal (1)|
+1|
1d10|
10
8th|
+8/+3|
+6|
+6|
+6|Energy Resistance (10)|
+1|
2d8|
11
9th|
+9/+4|
+6|
+6|
+6|Improved Evasion|
+1|
2d8|
12
10th|
+10/+5|
+7|
+7|
+7||
+2|
2d8|
13
11th|
+11/+6/+1|
+7|
+7|
+7|Katas (Master)|
+2|
2d8|
15
12th|
+12/+7/+2|
+8|
+8|
+8|Inured to Elements|
+2|
2d10|
16
13th|
+13/+8/+3|
+8|
+8|
+8|Bodily Renewal (3)|
+2|
2d10|
17
14th|
+14/+9/+4|
+9|
+9|
+9|Energy Resistance (20)|
+2|
2d10|
18
15th|
+15/+10/+5|
+9|
+9|
+9||
+3|
2d10|
19
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Katas (Grand Master)|
+3|
3d8|
21
17th|
+17/+12/+7/+2|
+10|
+10|
+10||
+3|
3d8|
22
18th|
+18/+13/+8/+3x|
+11|
+11|
+11|Bodily Renewal (5)|
+3|
3d8|
23
19th|
+19/+14/+9/+4|
+11|
+11|
+11||
+3|
3d8|
24
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Ascended Bodhisattva, Energy Resistance 30|
+4|
3d10|
25[/table]
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are trained in the use of many weapons. A monk is proficient with all simple melee weapons (including unarmed strike), dart, javelin, and sling; all light and up to 5 one handed martial weapons, Glaive, Guisarme, Ranseur, and long and short bows (including composite versions). Monks are not proficient with any armor or shield.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Katas: The training of a monk allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual monk’s focus and training.
Kata come in four tiers: Apprentice, Initiate, Master, and Grand Master. If a kata allows a saving throw, the DC will always be 10 + Character Level + Wis Modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A monk does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
Whenever a monk gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the monk may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the monk can access. For example, an 11th level monk may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
A monk begins with knowledge of 3 katas of the Apprentice level; and learns additional katas as per Table: Monk.
Martial Arts Training (Ex): Monks train in various styles of combat; however they are most recognized for their ability to fight without a weapon at all. At 1st level, a monk gains the benefits of the Improved Unarmed Strike feat. A monk may use a fist, foot, elbow, knee, or even head to deliver their unarmed attacks and therefore can make an unarmed strike even if their hands are full. Monks never suffer off-hand penalties when fighting unarmed. A monk applies their full strength bonus to damage with their unarmed strikes and may use the power attack feat in conjunction with their unarmed strike.
Monks may deal lethal or non-lethal damage with their unarmed strike at no penalty.
A monk’s unarmed strike may be affected by spells, feats, and other effects that enhance both natural and manufactured weapons.
Due to a monk’s intense training, they know how to apply greater force behind their attacks. A monk’s unarmed strikes deal more damage than a non-monk as shown on the table. Monks smaller or larger than medium deal less or more damage than the listed amount; see Table: Small or Large Monk Unarmed Damage.
When wielding a weapon with which they are proficient, the monk may use their unarmed strike or their weapon damage; whichever is more advantageous.
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, she 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.
Quick Thinker (Ex): Monks have keen intuition, not only in regard to their surroundings; but also in to the inner workings of their bodies. At 3rd level, the monk adds its Wisdom bonus as a modifier on Strength and Dexterity checks, checks involving skills biased on Strength or Dexterity, and attack rolls.
Advanced Martial Arts Training (Ex): Your training drills make special maneuvers in combat much easier. When making a skill roll or opposed roll to Bull Rush, Disarm, Feint, Overrun, Sunder, or Trip; you may take 10 on that roll. This does not pertain to the attack roll to initiate said maneuvers. Also, the monk avoids taking an attack of opportunity for using any of these maneuvers in combat.
Flesh as Stone (Ex): A monk of 5th level or higher has been conditioned to receive blows as well as they give them. This ability gives the monk DR/- equal to 1/2 their monk level.
Mettle (Ex): At 6th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.
Bodily Renewal (Su): Monks of 7th level and higher have learned to focus their chi energy to help them heal. At 7th level, a monk gains fast healing (1). This increases at 13th level to fast healing (3); and again at 18th level to fast healing (5).
Energy Resistance (Su): Choose two energy types from the following list: Acid, Cold, Electricity, and Fire. You gain energy resistance 10 to both types. If you have 14 levels of monk, your resistance goes up to 20. If you have 20 levels of monk, it goes up to 30.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Inured to Elements (Su): Monks have put themselves through enough training; that they are all but unaffected by inclement weather and need for rest. At 12th level, a monk is treated as being permanently affected by an endure elements spell. Additionally, the monk no longer needs to sleep.
Ascended Bodhisattva (Su): A monk who reaches 20th level has reached a zenith in their physical and mental conditioning to the point that they are no longer fully human. An Ascended Bodhisattva gains the Outsider type with the “Native” subtype. This means that the monk is no longer affected by spells, powers, or abilities that only affect humans. They can, unlike other outsiders, be affected by the Resurrection spell.
The monk gains a +2 perfection bonus to all of their ability scores, becomes immune to sleep and paralysis, no longer need to eat (though they must consume at least one quart of water per day), and no longer take penalties to ability scores for aging.
Monk Katas
Apprentice Katas
Abundance of Pecking Birds: Create a storm of ranged attacks.
Bandit King’s Inspiration: Improves your chances of success.
Cobra Strike: Patiently wait and unleash a fierce blow.
Devastating Ape Strike: Crush or shatter objects with a touch.
Fury Fans the Flame: Your rage brings out your inner fire.
Many Arms of the Spider: Unleash a flurry of attacks.
Merciful Sparrow: Save yourself from falling.
Panther Prowls the Night: Move like a powerful predator.
Rabbit Outruns Fox: Clouds of dust hide your trail.
Stampede of Oxen: Lay waste to the ground around you.
Ten Foot Punch: Your melee attacks strike foes at a distance.
Initiate Katas
Anticipate the Cobra: Detect opponents without sight.
Crane Guides the Arrow: Your strikes are guided to vital areas.
Demon’s Thunderclap: Your strikes may deafen your opponent.
Dragon’s Claw: Your strikes pierce armor like the claws of a dragon.
Fangs of the Serpent: Drain your opponent’s strength to build your own.
Firefly’s Path: Move from place to place seemingly instantly.
Leopard and Her Cubs: Use your wisdom to protect allies.
Monkey Goes to the Mountain: Leap great heights and distances.
Roar of the Dragon: Unleash a terrifying noise upon your foes.
Smoke Parts for Iron: Your strikes gain a magical edge.
Tiger Shakes Its Mane: Shrug off effects that hinder your hunt.
Master KatasCrumbling Dam: Destroy your foes resistances and immunities.
Eclipsing the Noonday Sun: Blind opponents you strike.
Iron Veins: Poison and disease do not affect you.
Jade King’s Stance: A stance that vexes spell casters
Palm of Prevention: Gain protection as if from unseen hands.
Raccoon-dog’s Gambit: Make yourself scarce with the aid of yourself.
Righteous Reversal: Turn a foe’s attacks against them.
Step Back to Ward Off Monkey: Cleverly avoid being held in place.
Thunder God Strums the Pipa: Music can be an exhausting experience.
Vengeance of Angry Monkey: Throw things. Throw them far; and hard.
Grand Master KatasAncestor’s Warning: Their wisdom grants you Foresight.
Blood of Gold: Your soul becomes implacable to negative energy.
Closing the Gate: Limit the effect certain magic’s effects on you.
Coiled Serpent’s Embrace: Crush the life out of your opponents.
Hungry Dragon’s Maw: Your touch draws the essence from your foe.
Mantis Pinch: Paralyze foes you strike.
Mind of Quicksilver: You become resistant to attacks on your mind.
Plug the Hourglass: Slow time to a crawl.
Venom Punch: Your attacks become deadly and can ruin opponents from the inside.
Water Flows Uphill: Impede the movement of those who threaten you.
Kata Descriptions
Abundance of Pecking Birds (Ex)
Apprentice
Legends speak of the grand masters that blot out the sun with a hail of arrows.
This kata allows the monk, as part of full-attack action that provokes attacks of opportunity, to make a number of additional attacks with a bow, sling, or thrown weapon equal to their Wis modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
Ancestor’s Warning (Su)
Grand Master
Your ancestors wish to keep you safe from harm and whisper warnings into your ears. The monk gains the benefits of the Foresight spell for 24 hours.
Anticipate the Cobra (Ex)
Initiate
Monks who learn this kata gain the ability to sense creatures without using your eyes or ears. You gain Blindsense out to 30’ and scent for 24 hours. If you have 12 or more levels of monk, you gain Blindsight out to 30’ and Blindsense to 60’.
Bandit King’s Inspiration (Su)
Apprentice
The spirit of the Bandit King flows through you, giving you seemingly boundless luck. You gain a floating “pool of luck”, which manifests as points that can be used to improve your odds of success at various tasks. Your pool contains 2 points per monk level. You may spend up to one half of your monk level on any one attack roll, ability check, or skill roll.
You must declare the expenditure of your points prior to making the roll. Used points disappear from the pool; which refills at the beginning of each encounter. These points count as a luck bonus for the purposes of stacking.
If you have four levels of monk, you may spend 2 points to gain 1d6 sneak attack damage. You may only spend up to one half your monk level in points for this purpose.
Blood of Gold (Su)
Grand Master
Monks who encounter undead foes or powerful outsiders often learn this kata to protect their life force from being drained away. While in effect, Blood of Gold protects the monk fully from energy drain, and immunity to effects that cause negative levels. This kata is always active once learned and therefore requires no action to maintain or activate.
Closing the Gate (Sp)
Grand Master
A well prepared spellcaster can be the worst enemy of even the best trained monk. This kata was developed to make sure that not all of their tricks could be used on one monk.
This kata grants Spell Immunity, Greater as a spell-like ability for 24 hours to the monk that learns it.
Coiled Serpent’s Embrace (Ex)
Grand Master
Monks are fearsome grapplers. So much so, that a monk who learns this kata may crush the very life out of their enemies.
When the monk grapples an opponent, for each round they hold the grapple, they deal constitution damage to the target equal to their unarmed strike damage. Opponents who are brought to a 0 Constitution die immediately.
Cobra Strike (Ex)
Apprentice
Wise men say that patience is a virtue. None hold that truer than a monk who learns this kata.
The monk, using a full-round action that provokes attacks of opportunity, may take 20 on their next attack roll. The monk gains none of the benefits of rolling a “natural 20” on this attack roll. If the character has 15 levels in monk this kata can be used as a standard action.
Crane Guides the Arrow (Ex)
Initiate
Your training focuses on striking a target’s vital areas. As such, the critical threat range of all of your attacks goes up by one step. So, a threat range of 19-20 goes to 18-20. In addition, all rolls to confirm critical hits gain a bonus equal to your Wis modifier. This kata stacks with spells, feats and other abilities that affect critical hits.
If you have 12 levels of monk, the critical multiplier of all of your attacks goes up by one: x2 goes to x3, etc.; and your critical hits can affect targets normally unaffected by them.
Crumbling Dam (Su)
Master
One of the hardships that a monk faces is opponents immune to their techniques. This kata was developed to even the odds. As a standard action, you make an unarmed strike against a target. If the attack would hit, the target makes a Will save. The target takes a -1 penalty to this save for every 5 points by which you beat their armor class with your strike.
On a failed save, any immunity the target has become ineffective and any resistances to energy drop to 0 for 1 round per 2 monk levels.
Demon’s Thunderclap (Su)
Initiate
Some say that you cannot see the eyes of a demon, until they come calling. With this kata, your enemies may have a hard time hearing the demon as well.
As a standard action, make an unarmed strike against an opponent. If your attack hits, the target must make a fortitude save or be deafened for 5 rounds. A successful save means the target is only staggered for one round.
Devastating Ape Strike (Su)
Apprentice
Martial artists are known for practicing strikes on training dummies; and even breaking planks of wood or slabs of stone. A monk who learns this kata has honed their unarmed strike into a tool of demolition.
As a standard action, you make an unarmed strike against a foe or object. You can forego dealing your unarmed strike damage and instead affect an object on your foe’s person or unattended object as if by a shatter spell. This effect damages all constructs, not just those made of crystal. If you have six levels of monk, you can apply this kata to all attacks you make this round. If you have 10 levels of monk, your unarmed strikes ignore damage reduction and hardness.
Devilfish’s Grip (Su)
Master
The devilfish, or octopus, is a wily undersea predator that traps prey in their deadly tentacles. This kata reflects a similar style of combat. As a full-round action that provokes attacks of opportunity, make an attack roll versus all targets in your threatened area. If you hit, the target must make a reflex save or be entangled for 1 minute per level. If you have 10 levels of monk, they become immobilized instead and become entangled on a failed save.
Opponents can take a full round action to make a Strength or Escape Artist check versus your grapple modifier. You are not considered grappling while this kata is in effect. No action is required on your part to maintain the effect.
Dragon’s Claw (Ex)
Initiate
Dragons, both revered and reviled for their magical and physical might, are a great source of inspiration for many monks. From the honorable and heroic gold and silvers to the sinister blacks and reds, they are all known to be able to tear their enemies asunder with ease.
Dragon’s claw allows the monk that practices it to slash through an opponent’s defenses. You may ignore an amount of armor and shield bonus (including enhancement bonuses to each) equal to your Wis modifier (max equal ½ your monk level). If you have 10 levels of monk, you can ignore an amount of natural armor bonus as well.
Eclipsing Noonday Sun (Su)
Master
A foe that cannot see you is generally a foe that cannot hit you. Monks who learn this kata can steal the sight from their victims in the blink of an eye.
Each opponent you strike must make a fortitude save or be blinded for 5 rounds. A successful save means that the target has a 50% miss chance versus all targets until the monk’s next turn. The monk can choose to hit the same foe more than once forcing a save each time. Once a target is blinded, additional strikes do not extend the duration of the condition.
Fangs of the Serpent (Su)
Initiate
Many snakes and serpents inject strength draining poisons into their foes before devouring them. Monks who learn this kata have learned a similar technique.
You gain the ability to use Strength of My Enemy as a psi-like ability. If you have 14 levels of monk, you can drain constitution in addition to strength.
Firefly’s Path (Su)
Initiate
On warm summer nights, one can sit in a field and watch the tiny sparks of living light flit from place to place. Just when you think you’ve got one in your jar, it’s empty on the second look.
This kata gives the monk the ability to teleport a distance of up to your movement as a swift action or an immediate action. If you have 12 levels of monk, you can teleport as a free action. Targeted and area of effect attacks that would affect you have a 50% chance of striking you if you respond to them by activating this kata.
Fury Fans the Flame (Su)
Apprentice
The heat of battle burns fiercely in the monk that learns this kata. You gain the ability to rage a number of times per day as a barbarian of a level equal to your monk level. Your monk and barbarian levels stack to determine your level of rage. You do not gain the Greater, Tireless, and Mighty Rage abilities via monk levels alone.
In addition, while raging, your body radiates cold, electricity, fire, or sonic energy. This energy extends 5’ in all directions from your body. Regardless of type, the energy sheds light as a torch; and deals 1 damage for every monk level to any creature it touches except you.
Grasp of the Slithering Eel (Ex)
Apprentice
Monks are able to turn most anything into a weapon; even their own bodies. So, using a length of rope or chain to disable opponents would seem child’s play. Those monks that master this kata know the truth, though.
To use this kata, the monk must have access to at least 5’ of rope, chain, or some other flexible cord. The monk then initiates a grapple. If the grapple is successful, the chain wraps around the target. Each round the monk is able to maintain the grapple; the target takes the monk’s unarmed damage. A monk can, with sufficient rope (5’ per target) perform this maneuver on a number of targets equal to his Wis modifier (to a maximum equal to his monk level) that are no more than 10’ apart. Maintaining this kata is a free action.
While this kata is in effect, you may not make any move other than a 5’ step. Additionally, you must keep one hand on your chosen binding material.
Hungry Dragon’s Maw (Su)
Grand Master
Few monks dare learn this insidious technique. It is considered by most to be a deplorable and dishonorable attack. Those who willingly feed the dragon swear by its power; claiming that resisting is futile.
A monk who learns this kata may, as a full round action that provokes an attack of opportunity, use assimilate as a psi-like ability. You must succeed on a touch attack in order to activate this kata. If a target makes their save and lives, they cannot be targeted again by you for 24 hours. Once you have absorbed a foe, you cannot absorb another for one hour.
Iron Veins (Su)
Master
Monks train their bodies to resist damage, weather, and fatigue. One thing a normal person cannot defend against is the ravage of disease. Monks who learn this kata have trained to fight even microscopic enemies.
You gain immunity to all diseases (including magical diseases such as lycanthropy and mummy rot) and all poisons. This kata is always active once learned and therefore requires no action to maintain or activate.
Jade Emperor’s Stance (Su)
Master; Stance
Spellcasters are to warriors what locusts are to wheat at times. While a monk’s defenses against the effects of magic are high there are times when it is not enough. This kata is taken by monks who know the legend of the Jade Emperor, a man at arms who could speak with the animals and also vex wizard’s by his very posture.
Jade Emperor’s Stance grants its user spell resistance equal to 15 + monk level + Wis modifier as long as it is active. This kata requires a free action to activate and end, so a monk using it can lower their spell resistance to allow beneficial effects through.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Leopard and Her Cubs (Su)
Initiate
Monks practice techniques of defense as well as offense. Leopard and Her Cubs allows the monk who learns it to become a stalwart protector.
This kata allows the monk to grant all allies within 60’ of them the benefit of their AC Bonus class feature. All allies affected gain a bonus to their armor class equal to the monk’s Wis modifier plus the number listed on Table: Monk that corresponds to the monk’s level. Allies will lose the bonus if the are helpless or unconscious. Leopard and Her Cubs requires the monk to use a move action to activate and an immediate action from each ally wishing to become part of the litter, so to speak.
Mantis Pinch (Su)
Grand Master
Silent, patient, and deadly hunters, the mantis strikes swiftly and holds its prey as it devours the victim alive. Such is the monk who masters this kata.
Mantis pinch can be activated as a free action. During the monk’s turn, any creature the monk strikes takes the normal damage and becomes paralyzed for 5 rounds. If a monk strikes an opponent more than once, they can increase the duration of the paralysis, but foregoes any additional damage.
Many Arms of the Spider (Ex)
Apprentice
When unarmored, a monk may unleash a flurry of attacks designed to quickly incapacitate foes. During a full attack action, a monk may make a number of additional attacks equal to their Wisdom modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
A monk may use Many Arms of the Spider in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their strength bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
When a monk reaches 9th level, they may use Many Arms of the Spider as a standard action.
Merciful Sparrow (Su)
Apprentice
Recall the story of the boastful mouse who denied the need for wings to fly. He was saved from certain doom by a merciful sparrow’s flight. Monks who learn this kata know this story well.
You may prevent yourself from falling as of by means of a feather fall spell. If you have 5 levels in monk, you can, as a free action; save a number of additional targets from falling equal to your Wis modifier (max is ½ your monk level).
Mind of Quicksilver (Su)
Grand Master
Monks practice meditation techniques in order to reach a state of calm. However when faced with an opponent who attacks the mind, the monk who learns this kata can force their thoughts to race and cause those attacks to fail.
Mind of Quicksilver affects the monk as mind blank, personal. This kata is always active once learned and therefore requires no action to maintain or activate.
Monkey Goes to the Mountain (Su)
Initiate
The tale of the monkey king who set out to the mountains to laugh at the gods has been told countless time in countless forms. Monks who learn this kata make note of the monkey’s ability to reach the mountain peaks by leaping from hold to hold.
Monkey Goes to the Mountain grants the monk who learns it a fly speed equal to their land speed with perfect maneuverability. The monk must begin and end their movement on a surface upon which they can balance. If you have 13 levels of monk, this restriction is lifted and you gain the scorn earth ability (XPH, 143).
Palm of Prevention (Ex)
Master; Stance
This defensive art is favored among good monks who wish only to teach those with hot heads a lesson in patience and moderation.
While in this stance, you are considered to have ¾ cover (+7 to AC and +3 to reflex saves). If an opponent uses a full attack on you, and no strike connects, you may make an intimidate check with a bonus equal to the number of attacks made, to render the opponent staggered for 5 rounds.
If any attacks make it through your defenses, those striking you take non-lethal damage equal to twice the damage dealt to you. Creatures immune to non-lethal damage are staggered for 5 rounds.
This stance may be activated and ended as a swift and/or immediate action. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Panther Prowls the Night (Ex)
Apprentice; Stance
Dark as the shadows and fast as lightning, the panther strikes with astounding speed and fury. Monks learning this kata tap into their more primal instincts.
As long as a monk is in Panther Prowls the night, they gain the pounce ability; meaning that at the end of a charge, they can make a full attack. If you have 5 levels of monk, you may take an additional move action each turn. If you have 10 levels of monk, you may take an additional move OR standard action each turn. If you have 15 levels of monk you may take an additional turn immediately after your own. Activating and ending this kata is a swift action.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Plug the Hourglass (Su)
Grand Master
Your mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves.
As a standard action, you may activate Plug the Hourglass and gain 1d4+1 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, katas, spell, etc. Spells or effects that affect an area and have duration greater than Plug the Hourglass have their normal effect on other creatures once it ends.
This kata is very draining on the monk; and may not be used in consecutive turns. The monk must wait a number of rounds equal to twice the granted apparent time before using this ability again.
Rabbit Outruns Fox (Ex)
Apprentice; Stance
The hare or rabbit is known for its speed and erratic running pattern that tends to kick up dust as they move. Monks who learn this kata know that not getting hit by attacks is the best defense.
While in Rabbit Outruns Fox, a monk gains the following benefits: a 20% miss chance versus all attacks, the benefits of the Run feat, and the ability to make any number of directional changes while running. For every monk level above one, your miss chance increases by 5% to a max of 50%. If you have 8 levels of monk, you can, once per hour, move ten times your normal speed. After doing dso, you are sickened for 1 minute.
Rabbit Outruns Fox requires a free action to activate and end. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Raccoon-dog’s Gambit (Su)
Master
The legendary raccoon-dog or tanuki is renowned for its aptitude for trickery and disguise. Monks favoring subterfuge and intrigue learn this kata.
Raccoon-Dog’s Gambit allows the monk, as a standard action that provokes attacks of opportunity, to use either the disguise self or mislead spell as a spell-like ability.
Righteous Reversal (Su)
Master
One of the principles of martial arts is turning an enemy’s strengths against them. Monks who learn this kata can use this maxim to devastating effect.
After taking damage or being affected by a spell, spell-like, etc. a monk who knows this kata may, as a free action, make an auto-hypnosis check equal to the damage dealt or the original DC of the effect. Success means that the originator of the damage/effect is also subject to it. They are not allowed a save to avoid or reduce the effect. In cases when the target is immune (for example a red dragon is immune to its own fiery breath), the target is allowed a save for a lesser effect if applicable; but they are still affected.
Roar of the Dragon (Su)
Initiate
Dragons are known for their terrifying presence; usually accompanied by a furious roar that shakes one to the very core. Monks who learn this kata can tap in to that same power.
As a standard action, the monk makes a battle cry that has the same effect as the shout spell. If you have 16 levels in monk, the effect is that of shout, greater. Even if the targets make the fortitude save, they are affected for 5 rounds per the table below:
{table=head]Target Hit Dice|Effect
Monk level -4 or fewer|Unconscious
Monk Level -3|Cowering
Monk Level -2|Panicked
Monk Level -1|Frightened
Monk Level|Shaken
Monk Level +1|Dazed
Monk Level +2|Stunned
Monk Level +3|Staggered
Monk Level +4 or more|No Effect[/table]
Creatures normally immune to fear are still shaken for 5 rounds if they fail the saving throw.
Smoke Parts for Iron (Su)
Initiate
One thing that a monk runs into early in their career is opponents immune to mundane weaponry. Magic weapons are nearly a dime a dozen, but when one fights unarmed, things become challenging. Monks who learn this kata answer that challenge.
Smoke Parts for Iron grants the monk a +1 enhancement bonus, +1 for every 3 monk levels to their unarmed strike. The monk may either spend these on actual an actual enhancement bonus (max is character level/4). The monk may (and must when their total enhancement pool is greater than their max) spend enhancements on any special ability that can be applied to a “weapon”. Abilities that call for a ranged or specific weapon cannot be assigned, this includes throwing and returning. The monk may choose new enhancements each encounter.
Note: Monks using this kata still only apply the base damage from their unarmed strike to weapon attacks. Extra damage from enhancement bonuses or weapon abilities granted by this kata do not transfer to the monk's other weapons.
Stampede of Oxen (Su)
Apprentice
You strike the surface below you. A burst of force originates from the point of impact. In its wake it leaves a circle of crushed stone and rubble. Monks who learn this kata strive to control where their opponents can move to.
Stampede of Oxen allows the monk, as a standard action that provokes attacks of opportunity, to strike the ground and cause a 15’ radius spread of difficult terrain from their square. This ability works on any surface made of materials with hardness 10 or lower. The radius of this effect expands by 5’ for every 5 monk levels you possess.
If you possess nine monk levels, all opponents in the affected area take your unarmed strike damage as sonic damage (reflex save for 1/2 damage)
Step Back to Ward Off Monkey (Ex)
Master
Monkeys are agile attackers and can swarm to hinder those carrying what the troop may desire. Monks who learn this kata have learned to avoid or slip free of not only grasping hands; but many other affects that hinder their movement.
Step Back to Ward Off Monkey grants you freedom of movement as the spell. This kata is always active once learned and therefore requires no action to maintain or activate.
Ten Foot Punch (Su)
Apprentice
A wise man once said, “Keep your friends close and your enemies closer.” A wiser man once said, “Keep those trying to kill you as far away from you as you can.” This kata allows monks to take that advice to heart.
Ten Foot Punch extends your reach by 5’. It extends another 5’ if you have 10 monk levels. If you have 5 monk levels, you can chose to attack all enemies in a 10’ cone, line, or burst. Those in the area of effect are allowed a reflex save for half damage. If you have 10 levels of monk, the area expands to 30’; and all enemies you strike in this fashion are affected as if by the gust of wind spell.
Tiger Shakes Its Mane (Ex)
Initiate
The deadly tiger hunts prey with cunning, speed, and endurance. Monks who learn this kata embodies the spirit of the last known survivor who stalks his prey in the night; watching all with the eye of the tiger.
Tiger Shakes Its Mane removes a single non-instantaneous [Mind-Affecting] or movement-impairing affect that you know about. If the effect you intend to remove affects an area or more targets than you, the effect ends only for you. Activating this kata is a standard action.
Thunder God Strums the Pipa (Su)
Master
Most people have witnessed a musical performance that has taken their breath away and left them weak in the knees. To monks who learn this kata, battle is music, and their foes strings to be plucked.
This kata is activated as part of a full-attack action. Any opponent you successfully strike more than once takes one instance of your unarmed strike damage and must make a will save with a penalty equal to the number of times they were struck, or become exhausted. Creatures normally immune to being exhausted only suffer the condition for 5 rounds.
Vengeance of Angry Monkey (Ex)
Master
When angered, a monkey will use any tool at hand to harm or hinder their foes; even if they have to look within to find it. Ahem, cunning monks learn to adapt this resourcefulness, to a point, with this kata.
As a standard action, make a melee attack roll with any weapon other than your unarmed strike. All creatures in a 30’ line that your attack would strike take damage from the attack plus 1d8 damage for every 2 monk levels you possess. Subjects of this kata are allowed a reflex save for half damage.
Venom Punch (Su)
Grand Master
A monk’s chi energy allows them to do amazing things; including heal their wounds. However, monks who know Venom Punch can implant their chi into another person where it devours them from the inside out if it doesn’t outright kill them.
As part of a full-attack action, you make a series of touch attacks against one opponent. The opponent then makes a fortitude save with a penalty equal to the number of attacks that beat their AC. If the save fails, the target dies. A successful save means taking the martial artists unarmed strike damage each round for a number of round equal to the number of attacks that beat their AC.
Water Flows Uphill (Su)
Grand Master; Stance
One of the greatest metaphors a sifu uses with a student is that of the salmon that swims upstream. It fights the path of least resistance to gain its ultimate reward. Water Flows Uphill allows a monk to teach that lesson to many at once.
While in this stance, all targets within close range (25’+5’/2 monk levels, always centered on you) are slowed as the spell. The maximum number of targets you can affect with this kata is equal to ½ your monk level.
If you have another kata with the stance descriptor active, you must end it before you can activate this one. Activating and ending this stance is a swift action.
Wind Blows Over the Earth (Ex)
Apprentice
Two travelers were discussing matters of faith. One espoused the strength of the earth gods; saying that their might and knowledge of steel made them superior. The other explained that he worshiped the wind. It was superior to the earth gods as the earth gods could do nothing to stop them from moving forward.
A monk who learns Wind Blows Over the Earth becomes adept at avoiding impedences to their movement. You are no longer subject to movement penalties for passing through difficult terrain; and gain a +10’ bonus to your movement for every 5 monk levels. If you have 6 levels of monk, you may always act as if under the effects of balancing lorecall.
This kata is always active once learned and requires no action to activate or end.
Yeah, the kata names are cheesy. Couldn't help myself. So... thoughts??
So, as the monk's schtick is more human than human, so to speak, and becoming an outsider, I took the base chassis of the outsider type (full BAB, All good saves, 8+Int Skills)and built on that with a dash of Warlock. I'm hoping that this falls to high tier 4 or low, very low tier 3. Oh, I really suck at writing fluff, so there'll be none of that. Well, here we go:
Monk
Abilities: Nearly all monk class features key off of Wisdom. Constitution would be a close second as hit points are a precious resource. The monk’s high number of skill points alleviates the need for a high Intelligence score. The monk’s class features also help alleviate the need for a higher than average Dexterity or Strength. Nothing keys off of Charisma save a couple of skills.
Races: Same as PHB.
Alignment: Monks strive to keep a cool head in most all situations. Therefore, those with extreme alignments find the monk’s training frustrating. A monk must always have a neutral component to their alignment to reflect this level of mental calm.
Hit Die: d8
Starting Gold: 4d4x10gp
Starting Age: As Cleric (PHB 190)
Class Skills
The monk’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local), Knowledge (History), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), , Speak Language, Spot (Wis), Swim (Str), Tumble (Dex).
Skill Points per Level: 6 + Int modifier (x4 at 1st level)
Class Table
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|
AC Bonus|
Unarmed Damage|
Katas Known
1st|
+1|
+2|
+2|
+2|AC Bonus, Katas (Apprentice), Martial Arts Training|
+0|
1d8|
3
2nd|
+2|
+3|
+3|
+3|Evasion|
+0|
1d8|
4
3rd|
+3|
+3|
+3|
+3|Quick Thinker|
+0|
1d8|
5
4th|
+4|
+4|
+4|
+4|Advanced Martial Arts Training|
+0|
1d10|
6
5th|
+5|
+4|
+4|
+4|Flesh as Stone|
+1|
1d10|
7
6th|
+6/+1|
+5|
+5|
+5|Katas (Initiate), Mettle|
+1|
1d10|
9
7th|
+7/+2|
+5|
+5|
+5|Bodily Renewal (1)|
+1|
1d10|
10
8th|
+8/+3|
+6|
+6|
+6|Energy Resistance (10)|
+1|
2d8|
11
9th|
+9/+4|
+6|
+6|
+6|Improved Evasion|
+1|
2d8|
12
10th|
+10/+5|
+7|
+7|
+7||
+2|
2d8|
13
11th|
+11/+6/+1|
+7|
+7|
+7|Katas (Master)|
+2|
2d8|
15
12th|
+12/+7/+2|
+8|
+8|
+8|Inured to Elements|
+2|
2d10|
16
13th|
+13/+8/+3|
+8|
+8|
+8|Bodily Renewal (3)|
+2|
2d10|
17
14th|
+14/+9/+4|
+9|
+9|
+9|Energy Resistance (20)|
+2|
2d10|
18
15th|
+15/+10/+5|
+9|
+9|
+9||
+3|
2d10|
19
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Katas (Grand Master)|
+3|
3d8|
21
17th|
+17/+12/+7/+2|
+10|
+10|
+10||
+3|
3d8|
22
18th|
+18/+13/+8/+3x|
+11|
+11|
+11|Bodily Renewal (5)|
+3|
3d8|
23
19th|
+19/+14/+9/+4|
+11|
+11|
+11||
+3|
3d8|
24
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Ascended Bodhisattva, Energy Resistance 30|
+4|
3d10|
25[/table]
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are trained in the use of many weapons. A monk is proficient with all simple melee weapons (including unarmed strike), dart, javelin, and sling; all light and up to 5 one handed martial weapons, Glaive, Guisarme, Ranseur, and long and short bows (including composite versions). Monks are not proficient with any armor or shield.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Katas: The training of a monk allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual monk’s focus and training.
Kata come in four tiers: Apprentice, Initiate, Master, and Grand Master. If a kata allows a saving throw, the DC will always be 10 + Character Level + Wis Modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A monk does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
Whenever a monk gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the monk may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the monk can access. For example, an 11th level monk may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
A monk begins with knowledge of 3 katas of the Apprentice level; and learns additional katas as per Table: Monk.
Martial Arts Training (Ex): Monks train in various styles of combat; however they are most recognized for their ability to fight without a weapon at all. At 1st level, a monk gains the benefits of the Improved Unarmed Strike feat. A monk may use a fist, foot, elbow, knee, or even head to deliver their unarmed attacks and therefore can make an unarmed strike even if their hands are full. Monks never suffer off-hand penalties when fighting unarmed. A monk applies their full strength bonus to damage with their unarmed strikes and may use the power attack feat in conjunction with their unarmed strike.
Monks may deal lethal or non-lethal damage with their unarmed strike at no penalty.
A monk’s unarmed strike may be affected by spells, feats, and other effects that enhance both natural and manufactured weapons.
Due to a monk’s intense training, they know how to apply greater force behind their attacks. A monk’s unarmed strikes deal more damage than a non-monk as shown on the table. Monks smaller or larger than medium deal less or more damage than the listed amount; see Table: Small or Large Monk Unarmed Damage.
When wielding a weapon with which they are proficient, the monk may use their unarmed strike or their weapon damage; whichever is more advantageous.
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, she 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.
Quick Thinker (Ex): Monks have keen intuition, not only in regard to their surroundings; but also in to the inner workings of their bodies. At 3rd level, the monk adds its Wisdom bonus as a modifier on Strength and Dexterity checks, checks involving skills biased on Strength or Dexterity, and attack rolls.
Advanced Martial Arts Training (Ex): Your training drills make special maneuvers in combat much easier. When making a skill roll or opposed roll to Bull Rush, Disarm, Feint, Overrun, Sunder, or Trip; you may take 10 on that roll. This does not pertain to the attack roll to initiate said maneuvers. Also, the monk avoids taking an attack of opportunity for using any of these maneuvers in combat.
Flesh as Stone (Ex): A monk of 5th level or higher has been conditioned to receive blows as well as they give them. This ability gives the monk DR/- equal to 1/2 their monk level.
Mettle (Ex): At 6th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.
Bodily Renewal (Su): Monks of 7th level and higher have learned to focus their chi energy to help them heal. At 7th level, a monk gains fast healing (1). This increases at 13th level to fast healing (3); and again at 18th level to fast healing (5).
Energy Resistance (Su): Choose two energy types from the following list: Acid, Cold, Electricity, and Fire. You gain energy resistance 10 to both types. If you have 14 levels of monk, your resistance goes up to 20. If you have 20 levels of monk, it goes up to 30.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Inured to Elements (Su): Monks have put themselves through enough training; that they are all but unaffected by inclement weather and need for rest. At 12th level, a monk is treated as being permanently affected by an endure elements spell. Additionally, the monk no longer needs to sleep.
Ascended Bodhisattva (Su): A monk who reaches 20th level has reached a zenith in their physical and mental conditioning to the point that they are no longer fully human. An Ascended Bodhisattva gains the Outsider type with the “Native” subtype. This means that the monk is no longer affected by spells, powers, or abilities that only affect humans. They can, unlike other outsiders, be affected by the Resurrection spell.
The monk gains a +2 perfection bonus to all of their ability scores, becomes immune to sleep and paralysis, no longer need to eat (though they must consume at least one quart of water per day), and no longer take penalties to ability scores for aging.
Monk Katas
Apprentice Katas
Abundance of Pecking Birds: Create a storm of ranged attacks.
Bandit King’s Inspiration: Improves your chances of success.
Cobra Strike: Patiently wait and unleash a fierce blow.
Devastating Ape Strike: Crush or shatter objects with a touch.
Fury Fans the Flame: Your rage brings out your inner fire.
Many Arms of the Spider: Unleash a flurry of attacks.
Merciful Sparrow: Save yourself from falling.
Panther Prowls the Night: Move like a powerful predator.
Rabbit Outruns Fox: Clouds of dust hide your trail.
Stampede of Oxen: Lay waste to the ground around you.
Ten Foot Punch: Your melee attacks strike foes at a distance.
Initiate Katas
Anticipate the Cobra: Detect opponents without sight.
Crane Guides the Arrow: Your strikes are guided to vital areas.
Demon’s Thunderclap: Your strikes may deafen your opponent.
Dragon’s Claw: Your strikes pierce armor like the claws of a dragon.
Fangs of the Serpent: Drain your opponent’s strength to build your own.
Firefly’s Path: Move from place to place seemingly instantly.
Leopard and Her Cubs: Use your wisdom to protect allies.
Monkey Goes to the Mountain: Leap great heights and distances.
Roar of the Dragon: Unleash a terrifying noise upon your foes.
Smoke Parts for Iron: Your strikes gain a magical edge.
Tiger Shakes Its Mane: Shrug off effects that hinder your hunt.
Master KatasCrumbling Dam: Destroy your foes resistances and immunities.
Eclipsing the Noonday Sun: Blind opponents you strike.
Iron Veins: Poison and disease do not affect you.
Jade King’s Stance: A stance that vexes spell casters
Palm of Prevention: Gain protection as if from unseen hands.
Raccoon-dog’s Gambit: Make yourself scarce with the aid of yourself.
Righteous Reversal: Turn a foe’s attacks against them.
Step Back to Ward Off Monkey: Cleverly avoid being held in place.
Thunder God Strums the Pipa: Music can be an exhausting experience.
Vengeance of Angry Monkey: Throw things. Throw them far; and hard.
Grand Master KatasAncestor’s Warning: Their wisdom grants you Foresight.
Blood of Gold: Your soul becomes implacable to negative energy.
Closing the Gate: Limit the effect certain magic’s effects on you.
Coiled Serpent’s Embrace: Crush the life out of your opponents.
Hungry Dragon’s Maw: Your touch draws the essence from your foe.
Mantis Pinch: Paralyze foes you strike.
Mind of Quicksilver: You become resistant to attacks on your mind.
Plug the Hourglass: Slow time to a crawl.
Venom Punch: Your attacks become deadly and can ruin opponents from the inside.
Water Flows Uphill: Impede the movement of those who threaten you.
Kata Descriptions
Abundance of Pecking Birds (Ex)
Apprentice
Legends speak of the grand masters that blot out the sun with a hail of arrows.
This kata allows the monk, as part of full-attack action that provokes attacks of opportunity, to make a number of additional attacks with a bow, sling, or thrown weapon equal to their Wis modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
Ancestor’s Warning (Su)
Grand Master
Your ancestors wish to keep you safe from harm and whisper warnings into your ears. The monk gains the benefits of the Foresight spell for 24 hours.
Anticipate the Cobra (Ex)
Initiate
Monks who learn this kata gain the ability to sense creatures without using your eyes or ears. You gain Blindsense out to 30’ and scent for 24 hours. If you have 12 or more levels of monk, you gain Blindsight out to 30’ and Blindsense to 60’.
Bandit King’s Inspiration (Su)
Apprentice
The spirit of the Bandit King flows through you, giving you seemingly boundless luck. You gain a floating “pool of luck”, which manifests as points that can be used to improve your odds of success at various tasks. Your pool contains 2 points per monk level. You may spend up to one half of your monk level on any one attack roll, ability check, or skill roll.
You must declare the expenditure of your points prior to making the roll. Used points disappear from the pool; which refills at the beginning of each encounter. These points count as a luck bonus for the purposes of stacking.
If you have four levels of monk, you may spend 2 points to gain 1d6 sneak attack damage. You may only spend up to one half your monk level in points for this purpose.
Blood of Gold (Su)
Grand Master
Monks who encounter undead foes or powerful outsiders often learn this kata to protect their life force from being drained away. While in effect, Blood of Gold protects the monk fully from energy drain, and immunity to effects that cause negative levels. This kata is always active once learned and therefore requires no action to maintain or activate.
Closing the Gate (Sp)
Grand Master
A well prepared spellcaster can be the worst enemy of even the best trained monk. This kata was developed to make sure that not all of their tricks could be used on one monk.
This kata grants Spell Immunity, Greater as a spell-like ability for 24 hours to the monk that learns it.
Coiled Serpent’s Embrace (Ex)
Grand Master
Monks are fearsome grapplers. So much so, that a monk who learns this kata may crush the very life out of their enemies.
When the monk grapples an opponent, for each round they hold the grapple, they deal constitution damage to the target equal to their unarmed strike damage. Opponents who are brought to a 0 Constitution die immediately.
Cobra Strike (Ex)
Apprentice
Wise men say that patience is a virtue. None hold that truer than a monk who learns this kata.
The monk, using a full-round action that provokes attacks of opportunity, may take 20 on their next attack roll. The monk gains none of the benefits of rolling a “natural 20” on this attack roll. If the character has 15 levels in monk this kata can be used as a standard action.
Crane Guides the Arrow (Ex)
Initiate
Your training focuses on striking a target’s vital areas. As such, the critical threat range of all of your attacks goes up by one step. So, a threat range of 19-20 goes to 18-20. In addition, all rolls to confirm critical hits gain a bonus equal to your Wis modifier. This kata stacks with spells, feats and other abilities that affect critical hits.
If you have 12 levels of monk, the critical multiplier of all of your attacks goes up by one: x2 goes to x3, etc.; and your critical hits can affect targets normally unaffected by them.
Crumbling Dam (Su)
Master
One of the hardships that a monk faces is opponents immune to their techniques. This kata was developed to even the odds. As a standard action, you make an unarmed strike against a target. If the attack would hit, the target makes a Will save. The target takes a -1 penalty to this save for every 5 points by which you beat their armor class with your strike.
On a failed save, any immunity the target has become ineffective and any resistances to energy drop to 0 for 1 round per 2 monk levels.
Demon’s Thunderclap (Su)
Initiate
Some say that you cannot see the eyes of a demon, until they come calling. With this kata, your enemies may have a hard time hearing the demon as well.
As a standard action, make an unarmed strike against an opponent. If your attack hits, the target must make a fortitude save or be deafened for 5 rounds. A successful save means the target is only staggered for one round.
Devastating Ape Strike (Su)
Apprentice
Martial artists are known for practicing strikes on training dummies; and even breaking planks of wood or slabs of stone. A monk who learns this kata has honed their unarmed strike into a tool of demolition.
As a standard action, you make an unarmed strike against a foe or object. You can forego dealing your unarmed strike damage and instead affect an object on your foe’s person or unattended object as if by a shatter spell. This effect damages all constructs, not just those made of crystal. If you have six levels of monk, you can apply this kata to all attacks you make this round. If you have 10 levels of monk, your unarmed strikes ignore damage reduction and hardness.
Devilfish’s Grip (Su)
Master
The devilfish, or octopus, is a wily undersea predator that traps prey in their deadly tentacles. This kata reflects a similar style of combat. As a full-round action that provokes attacks of opportunity, make an attack roll versus all targets in your threatened area. If you hit, the target must make a reflex save or be entangled for 1 minute per level. If you have 10 levels of monk, they become immobilized instead and become entangled on a failed save.
Opponents can take a full round action to make a Strength or Escape Artist check versus your grapple modifier. You are not considered grappling while this kata is in effect. No action is required on your part to maintain the effect.
Dragon’s Claw (Ex)
Initiate
Dragons, both revered and reviled for their magical and physical might, are a great source of inspiration for many monks. From the honorable and heroic gold and silvers to the sinister blacks and reds, they are all known to be able to tear their enemies asunder with ease.
Dragon’s claw allows the monk that practices it to slash through an opponent’s defenses. You may ignore an amount of armor and shield bonus (including enhancement bonuses to each) equal to your Wis modifier (max equal ½ your monk level). If you have 10 levels of monk, you can ignore an amount of natural armor bonus as well.
Eclipsing Noonday Sun (Su)
Master
A foe that cannot see you is generally a foe that cannot hit you. Monks who learn this kata can steal the sight from their victims in the blink of an eye.
Each opponent you strike must make a fortitude save or be blinded for 5 rounds. A successful save means that the target has a 50% miss chance versus all targets until the monk’s next turn. The monk can choose to hit the same foe more than once forcing a save each time. Once a target is blinded, additional strikes do not extend the duration of the condition.
Fangs of the Serpent (Su)
Initiate
Many snakes and serpents inject strength draining poisons into their foes before devouring them. Monks who learn this kata have learned a similar technique.
You gain the ability to use Strength of My Enemy as a psi-like ability. If you have 14 levels of monk, you can drain constitution in addition to strength.
Firefly’s Path (Su)
Initiate
On warm summer nights, one can sit in a field and watch the tiny sparks of living light flit from place to place. Just when you think you’ve got one in your jar, it’s empty on the second look.
This kata gives the monk the ability to teleport a distance of up to your movement as a swift action or an immediate action. If you have 12 levels of monk, you can teleport as a free action. Targeted and area of effect attacks that would affect you have a 50% chance of striking you if you respond to them by activating this kata.
Fury Fans the Flame (Su)
Apprentice
The heat of battle burns fiercely in the monk that learns this kata. You gain the ability to rage a number of times per day as a barbarian of a level equal to your monk level. Your monk and barbarian levels stack to determine your level of rage. You do not gain the Greater, Tireless, and Mighty Rage abilities via monk levels alone.
In addition, while raging, your body radiates cold, electricity, fire, or sonic energy. This energy extends 5’ in all directions from your body. Regardless of type, the energy sheds light as a torch; and deals 1 damage for every monk level to any creature it touches except you.
Grasp of the Slithering Eel (Ex)
Apprentice
Monks are able to turn most anything into a weapon; even their own bodies. So, using a length of rope or chain to disable opponents would seem child’s play. Those monks that master this kata know the truth, though.
To use this kata, the monk must have access to at least 5’ of rope, chain, or some other flexible cord. The monk then initiates a grapple. If the grapple is successful, the chain wraps around the target. Each round the monk is able to maintain the grapple; the target takes the monk’s unarmed damage. A monk can, with sufficient rope (5’ per target) perform this maneuver on a number of targets equal to his Wis modifier (to a maximum equal to his monk level) that are no more than 10’ apart. Maintaining this kata is a free action.
While this kata is in effect, you may not make any move other than a 5’ step. Additionally, you must keep one hand on your chosen binding material.
Hungry Dragon’s Maw (Su)
Grand Master
Few monks dare learn this insidious technique. It is considered by most to be a deplorable and dishonorable attack. Those who willingly feed the dragon swear by its power; claiming that resisting is futile.
A monk who learns this kata may, as a full round action that provokes an attack of opportunity, use assimilate as a psi-like ability. You must succeed on a touch attack in order to activate this kata. If a target makes their save and lives, they cannot be targeted again by you for 24 hours. Once you have absorbed a foe, you cannot absorb another for one hour.
Iron Veins (Su)
Master
Monks train their bodies to resist damage, weather, and fatigue. One thing a normal person cannot defend against is the ravage of disease. Monks who learn this kata have trained to fight even microscopic enemies.
You gain immunity to all diseases (including magical diseases such as lycanthropy and mummy rot) and all poisons. This kata is always active once learned and therefore requires no action to maintain or activate.
Jade Emperor’s Stance (Su)
Master; Stance
Spellcasters are to warriors what locusts are to wheat at times. While a monk’s defenses against the effects of magic are high there are times when it is not enough. This kata is taken by monks who know the legend of the Jade Emperor, a man at arms who could speak with the animals and also vex wizard’s by his very posture.
Jade Emperor’s Stance grants its user spell resistance equal to 15 + monk level + Wis modifier as long as it is active. This kata requires a free action to activate and end, so a monk using it can lower their spell resistance to allow beneficial effects through.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Leopard and Her Cubs (Su)
Initiate
Monks practice techniques of defense as well as offense. Leopard and Her Cubs allows the monk who learns it to become a stalwart protector.
This kata allows the monk to grant all allies within 60’ of them the benefit of their AC Bonus class feature. All allies affected gain a bonus to their armor class equal to the monk’s Wis modifier plus the number listed on Table: Monk that corresponds to the monk’s level. Allies will lose the bonus if the are helpless or unconscious. Leopard and Her Cubs requires the monk to use a move action to activate and an immediate action from each ally wishing to become part of the litter, so to speak.
Mantis Pinch (Su)
Grand Master
Silent, patient, and deadly hunters, the mantis strikes swiftly and holds its prey as it devours the victim alive. Such is the monk who masters this kata.
Mantis pinch can be activated as a free action. During the monk’s turn, any creature the monk strikes takes the normal damage and becomes paralyzed for 5 rounds. If a monk strikes an opponent more than once, they can increase the duration of the paralysis, but foregoes any additional damage.
Many Arms of the Spider (Ex)
Apprentice
When unarmored, a monk may unleash a flurry of attacks designed to quickly incapacitate foes. During a full attack action, a monk may make a number of additional attacks equal to their Wisdom modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
A monk may use Many Arms of the Spider in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their strength bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
When a monk reaches 9th level, they may use Many Arms of the Spider as a standard action.
Merciful Sparrow (Su)
Apprentice
Recall the story of the boastful mouse who denied the need for wings to fly. He was saved from certain doom by a merciful sparrow’s flight. Monks who learn this kata know this story well.
You may prevent yourself from falling as of by means of a feather fall spell. If you have 5 levels in monk, you can, as a free action; save a number of additional targets from falling equal to your Wis modifier (max is ½ your monk level).
Mind of Quicksilver (Su)
Grand Master
Monks practice meditation techniques in order to reach a state of calm. However when faced with an opponent who attacks the mind, the monk who learns this kata can force their thoughts to race and cause those attacks to fail.
Mind of Quicksilver affects the monk as mind blank, personal. This kata is always active once learned and therefore requires no action to maintain or activate.
Monkey Goes to the Mountain (Su)
Initiate
The tale of the monkey king who set out to the mountains to laugh at the gods has been told countless time in countless forms. Monks who learn this kata make note of the monkey’s ability to reach the mountain peaks by leaping from hold to hold.
Monkey Goes to the Mountain grants the monk who learns it a fly speed equal to their land speed with perfect maneuverability. The monk must begin and end their movement on a surface upon which they can balance. If you have 13 levels of monk, this restriction is lifted and you gain the scorn earth ability (XPH, 143).
Palm of Prevention (Ex)
Master; Stance
This defensive art is favored among good monks who wish only to teach those with hot heads a lesson in patience and moderation.
While in this stance, you are considered to have ¾ cover (+7 to AC and +3 to reflex saves). If an opponent uses a full attack on you, and no strike connects, you may make an intimidate check with a bonus equal to the number of attacks made, to render the opponent staggered for 5 rounds.
If any attacks make it through your defenses, those striking you take non-lethal damage equal to twice the damage dealt to you. Creatures immune to non-lethal damage are staggered for 5 rounds.
This stance may be activated and ended as a swift and/or immediate action. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Panther Prowls the Night (Ex)
Apprentice; Stance
Dark as the shadows and fast as lightning, the panther strikes with astounding speed and fury. Monks learning this kata tap into their more primal instincts.
As long as a monk is in Panther Prowls the night, they gain the pounce ability; meaning that at the end of a charge, they can make a full attack. If you have 5 levels of monk, you may take an additional move action each turn. If you have 10 levels of monk, you may take an additional move OR standard action each turn. If you have 15 levels of monk you may take an additional turn immediately after your own. Activating and ending this kata is a swift action.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Plug the Hourglass (Su)
Grand Master
Your mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves.
As a standard action, you may activate Plug the Hourglass and gain 1d4+1 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, katas, spell, etc. Spells or effects that affect an area and have duration greater than Plug the Hourglass have their normal effect on other creatures once it ends.
This kata is very draining on the monk; and may not be used in consecutive turns. The monk must wait a number of rounds equal to twice the granted apparent time before using this ability again.
Rabbit Outruns Fox (Ex)
Apprentice; Stance
The hare or rabbit is known for its speed and erratic running pattern that tends to kick up dust as they move. Monks who learn this kata know that not getting hit by attacks is the best defense.
While in Rabbit Outruns Fox, a monk gains the following benefits: a 20% miss chance versus all attacks, the benefits of the Run feat, and the ability to make any number of directional changes while running. For every monk level above one, your miss chance increases by 5% to a max of 50%. If you have 8 levels of monk, you can, once per hour, move ten times your normal speed. After doing dso, you are sickened for 1 minute.
Rabbit Outruns Fox requires a free action to activate and end. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Raccoon-dog’s Gambit (Su)
Master
The legendary raccoon-dog or tanuki is renowned for its aptitude for trickery and disguise. Monks favoring subterfuge and intrigue learn this kata.
Raccoon-Dog’s Gambit allows the monk, as a standard action that provokes attacks of opportunity, to use either the disguise self or mislead spell as a spell-like ability.
Righteous Reversal (Su)
Master
One of the principles of martial arts is turning an enemy’s strengths against them. Monks who learn this kata can use this maxim to devastating effect.
After taking damage or being affected by a spell, spell-like, etc. a monk who knows this kata may, as a free action, make an auto-hypnosis check equal to the damage dealt or the original DC of the effect. Success means that the originator of the damage/effect is also subject to it. They are not allowed a save to avoid or reduce the effect. In cases when the target is immune (for example a red dragon is immune to its own fiery breath), the target is allowed a save for a lesser effect if applicable; but they are still affected.
Roar of the Dragon (Su)
Initiate
Dragons are known for their terrifying presence; usually accompanied by a furious roar that shakes one to the very core. Monks who learn this kata can tap in to that same power.
As a standard action, the monk makes a battle cry that has the same effect as the shout spell. If you have 16 levels in monk, the effect is that of shout, greater. Even if the targets make the fortitude save, they are affected for 5 rounds per the table below:
{table=head]Target Hit Dice|Effect
Monk level -4 or fewer|Unconscious
Monk Level -3|Cowering
Monk Level -2|Panicked
Monk Level -1|Frightened
Monk Level|Shaken
Monk Level +1|Dazed
Monk Level +2|Stunned
Monk Level +3|Staggered
Monk Level +4 or more|No Effect[/table]
Creatures normally immune to fear are still shaken for 5 rounds if they fail the saving throw.
Smoke Parts for Iron (Su)
Initiate
One thing that a monk runs into early in their career is opponents immune to mundane weaponry. Magic weapons are nearly a dime a dozen, but when one fights unarmed, things become challenging. Monks who learn this kata answer that challenge.
Smoke Parts for Iron grants the monk a +1 enhancement bonus, +1 for every 3 monk levels to their unarmed strike. The monk may either spend these on actual an actual enhancement bonus (max is character level/4). The monk may (and must when their total enhancement pool is greater than their max) spend enhancements on any special ability that can be applied to a “weapon”. Abilities that call for a ranged or specific weapon cannot be assigned, this includes throwing and returning. The monk may choose new enhancements each encounter.
Note: Monks using this kata still only apply the base damage from their unarmed strike to weapon attacks. Extra damage from enhancement bonuses or weapon abilities granted by this kata do not transfer to the monk's other weapons.
Stampede of Oxen (Su)
Apprentice
You strike the surface below you. A burst of force originates from the point of impact. In its wake it leaves a circle of crushed stone and rubble. Monks who learn this kata strive to control where their opponents can move to.
Stampede of Oxen allows the monk, as a standard action that provokes attacks of opportunity, to strike the ground and cause a 15’ radius spread of difficult terrain from their square. This ability works on any surface made of materials with hardness 10 or lower. The radius of this effect expands by 5’ for every 5 monk levels you possess.
If you possess nine monk levels, all opponents in the affected area take your unarmed strike damage as sonic damage (reflex save for 1/2 damage)
Step Back to Ward Off Monkey (Ex)
Master
Monkeys are agile attackers and can swarm to hinder those carrying what the troop may desire. Monks who learn this kata have learned to avoid or slip free of not only grasping hands; but many other affects that hinder their movement.
Step Back to Ward Off Monkey grants you freedom of movement as the spell. This kata is always active once learned and therefore requires no action to maintain or activate.
Ten Foot Punch (Su)
Apprentice
A wise man once said, “Keep your friends close and your enemies closer.” A wiser man once said, “Keep those trying to kill you as far away from you as you can.” This kata allows monks to take that advice to heart.
Ten Foot Punch extends your reach by 5’. It extends another 5’ if you have 10 monk levels. If you have 5 monk levels, you can chose to attack all enemies in a 10’ cone, line, or burst. Those in the area of effect are allowed a reflex save for half damage. If you have 10 levels of monk, the area expands to 30’; and all enemies you strike in this fashion are affected as if by the gust of wind spell.
Tiger Shakes Its Mane (Ex)
Initiate
The deadly tiger hunts prey with cunning, speed, and endurance. Monks who learn this kata embodies the spirit of the last known survivor who stalks his prey in the night; watching all with the eye of the tiger.
Tiger Shakes Its Mane removes a single non-instantaneous [Mind-Affecting] or movement-impairing affect that you know about. If the effect you intend to remove affects an area or more targets than you, the effect ends only for you. Activating this kata is a standard action.
Thunder God Strums the Pipa (Su)
Master
Most people have witnessed a musical performance that has taken their breath away and left them weak in the knees. To monks who learn this kata, battle is music, and their foes strings to be plucked.
This kata is activated as part of a full-attack action. Any opponent you successfully strike more than once takes one instance of your unarmed strike damage and must make a will save with a penalty equal to the number of times they were struck, or become exhausted. Creatures normally immune to being exhausted only suffer the condition for 5 rounds.
Vengeance of Angry Monkey (Ex)
Master
When angered, a monkey will use any tool at hand to harm or hinder their foes; even if they have to look within to find it. Ahem, cunning monks learn to adapt this resourcefulness, to a point, with this kata.
As a standard action, make a melee attack roll with any weapon other than your unarmed strike. All creatures in a 30’ line that your attack would strike take damage from the attack plus 1d8 damage for every 2 monk levels you possess. Subjects of this kata are allowed a reflex save for half damage.
Venom Punch (Su)
Grand Master
A monk’s chi energy allows them to do amazing things; including heal their wounds. However, monks who know Venom Punch can implant their chi into another person where it devours them from the inside out if it doesn’t outright kill them.
As part of a full-attack action, you make a series of touch attacks against one opponent. The opponent then makes a fortitude save with a penalty equal to the number of attacks that beat their AC. If the save fails, the target dies. A successful save means taking the martial artists unarmed strike damage each round for a number of round equal to the number of attacks that beat their AC.
Water Flows Uphill (Su)
Grand Master; Stance
One of the greatest metaphors a sifu uses with a student is that of the salmon that swims upstream. It fights the path of least resistance to gain its ultimate reward. Water Flows Uphill allows a monk to teach that lesson to many at once.
While in this stance, all targets within close range (25’+5’/2 monk levels, always centered on you) are slowed as the spell. The maximum number of targets you can affect with this kata is equal to ½ your monk level.
If you have another kata with the stance descriptor active, you must end it before you can activate this one. Activating and ending this stance is a swift action.
Wind Blows Over the Earth (Ex)
Apprentice
Two travelers were discussing matters of faith. One espoused the strength of the earth gods; saying that their might and knowledge of steel made them superior. The other explained that he worshiped the wind. It was superior to the earth gods as the earth gods could do nothing to stop them from moving forward.
A monk who learns Wind Blows Over the Earth becomes adept at avoiding impedences to their movement. You are no longer subject to movement penalties for passing through difficult terrain; and gain a +10’ bonus to your movement for every 5 monk levels. If you have 6 levels of monk, you may always act as if under the effects of balancing lorecall.
This kata is always active once learned and requires no action to activate or end.
Yeah, the kata names are cheesy. Couldn't help myself. So... thoughts??