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View Full Version : Rewriting Core Project 6: The Monk [PEACH]



asdflove
2014-01-01, 11:46 AM
The Monk
LevelBABFortRefWillSpecialFlurry of Blows Attack BonusUnarmed Damage1AC bonusSpeed BonusExploits KnownMax Exploit level1st+1+2+2+2Exploits, AC bonus, unarmed strike, flurry of blows-2/-21d6+0+0 ft212nd+2+3+3+3Evasion, bonus feat-1/-11d6+1+0 ft313rd+3+3+3+3Still mind, intuitive reflexes, fast movement, refocus+0/+01d6+1+10 ft424th+4+4+4+4Ki strike (magic), wholeness of body, slow fall 20 ft.+1/+11d8+2+10 ft525th+5+4+4+4Purity of body+2/+21d8+2+10 ft636th+6/+1+5+5+5Bonus feat, slow fall 30 ft., uncanny dodge+3/+31d8+3+20 ft737th+7/+2+5+5+5Tongue of the sun and moon +4/+41d8+3+20 ft848th+8/+3+6+6+6Improved evasion, slow fall 40 ft.+5/+5/+01d10+4+20 ft949th+9/+4+6+6+6Diamond body+6/+6/+11d10+4+20 ft10510th+10/+5+7+7+7Bonus feat, ki strike (lawful), slow fall 50 ft.+7+7/+7/+21d10+5+20 ft11511th+11/+6/+1+7+77Improved uncanny dodge, greater flurry+8/+8/+8/+31d10+5+30 ft12612th+12/+7/+2+8+8+8Vital strike, slow fall 60 ft.+9/+9/+9/+42d6+6+30 ft13613th+13/+8/+3+8+8+8Diamond soul+9/+9/+9/+42d6+6+30 ft14714th+14/+9/+4+9+9+9Ascetic athleticism, slow fall 70 ft.+10/+10/+10/+52d6+7+30 ft15715th+15/+10/+5+9+9+9Quivering palm+11/+11/+11/+6/+12d6+7+30 ft16816th+16/+11/+6/+1+10+10+10Bonus feat, ki strike (adamantine), slow fall 80 ft.+12/+12/+12/+7/+22d8+8+40 ft17817th+17/+12/+7/+2+10+10+10Timeless body+12/+12/+12/+7/+22d8+8+40 ft18918th+18/+13/+8/+3+11+11+11Moment of perfection, slow fall 90 ft.+13/+13/+13/+8/+2d8+9+40 ft19919th19/+14/+9/+4+11+11+11Empty body+14/+14/+14/+9/+42d8+9+40 ft20920th20/+15/+10/+5+12+12+12Perfect self, bonus feat, slow fall any distance+15/+15/+15/+10/+52d10+10+40 ft219


Alignment: Any nonchaotic.
Hit Die: d8.

Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.


Class Features
All of the following are class features of the Rogue.

Weapon and Armor Proficiency
Weapon and Armor Proficiency
Monks are proficient with longbow, shortbow, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Exploits (Ex)
Monks have a lot of tricks they can use. These tricks are called exploits. At first level, a monk can have 2 exploits known. This amount increases every level after that, up to 21 at level 20. When the monk levels up, they instantly choose their new exploit known.

At first level, the monk can only have level 1 exploits known. At level 3, they gain access to level 2 exploits. This increases every odd numbered level, up to level 9 exploits at level 17.

Passive exploits are always working while known. Active exploits known can be activated twice per day. Trivial exploits known can be activated at will. Activating an active or trivial exploit takes a standard action unless the exploit notes otherwise. All exploits are (Ex) abilities, unless otherwise stated. If an exploit allows a saving throw, the DC is 10+the level of the exploit+the Monk's Wisdom modifier.

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 2nd level. This bonus increases by 1 for every two monk levels thereafter (+2 at 4th, +3 at 6th, +4 at 8th, +5 at 10th, +6 at 12th, +7 at 14th, +8 at 16th, +9 at 18th, and +10 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.

Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, they may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk may use a standard, full, or charge attack to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (short bow, longbow, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.). They may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies their Strength bonus to their damage rolls for all successful attacks, whether she wields a weapon in one or both hands, unless the monk is attacking with a ranged weapon, then it does not apply a strength bonus to damage. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

A monk with the Combat Reflexes feat can declare a flurry of blows when taking an attack of opportunity.

A monk with Flyby Attack, Ride-By Attack, Shot on the run, Spring attack, or Swim-By Attack can combine flurry of blows with these feats to flurry on the move. If the monk obtains additional attacks via Bounding Assault or rapid Blitz, she gains the extra flurry attacks only once.

Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. A Monk can choose to make an offhand attack as per two weapon fighting rules. All normal two weapon fighting rules apply, unarmed strikes count as light weapons. A monk may apply their full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Table: Small or Large Monk Unarmed Damage
LevelSmall Monk DamageLarge Monk Damage1st-3rd1d41d84th-7th1d62d68th-11th1d82d812th-15th1d103d616th-19th2d63d820th2d84d8

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.

Bonus Feat
At 2nd level and every 4 thereafter a Monk can select any Fighter Bonus feat, Intuitive Attack (BoED), or Zen Archery (CW) s a bonus feat. The Monk needs to meet the prerequisites as normal to select these feats with the exception of Combat Reflexes, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Trip, Intuitive Attack (BoED), Stunning Fist, and Zen Archery (CW).

Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to their speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Intuitive Reflexes
At 3rd level, a Monk adds their Wisdom Modifier to Initiative in addition to their Dexterity Modifier.

Refocus (Ex)
Starting at level 3, a monk can change their focus rather swiftly. By practicing for 1 day, the monk can re-choose all of their monk bonus feats and exploits known. They may switch to any feats or exploits they qualify for now, regardless of if they qualified for it when they got the feat or exploit slot. Feats changed via this can be used to qualify for other feats in the same refocus.

Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Their unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

A Monk's unarmed strikes also receive an +1 enhancement bonus to hit and to damage at 4th level and increasing every 4 Monk levels thereafter(+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).

Wholeness of Body (Su)
At 4th level or higher, a monk can heal their own wounds. They can heal a number of hit points of damage equal their double their monk level+their wisdom modifier each day, and they can spread this healing out among several uses.

Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall, or other suitable surface can use it to slow their descent. When first using this ability, they takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow their fall (that is, to reduce the effective distance of the fall when next to a wall) improves with their monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases including supernatural and magical diseases.

Uncanny Dodge
At 6th level, a Monk retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses their Dexterity bonus to AC if immobilized. If a Monk already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

Tongue of the Sun and Moon (Ex)
A monk of 7th level or higher can speak with any living creature and may use her Wisdom modifier in place of her Charisma modifier on Diplomacy checks and Handle Animal checks.


Improved Evasion (Ex)
At 8th level, a monk’s evasion ability improves. They still take no damage on a successful Reflex saving throw against attacks, but henceforth they take only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Ex)
At 9th level, a monk gains immunity to poisons of all kinds.

Improved Uncanny Dodge (Ex)
At 11th level and higher, a Monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the Monk by flanking them, unless the attacker has at least four more rogue levels than the target has Monk levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Vital Strike (Ex)
As a full-round action, in lieu of a flurry, a Monk may make a single attack at their highest BAB, resolved as a touch attack, which ignores all DR and Hardness

Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to their 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.

Ascetic Athleticism (Ex)
Starting at 14th level, a monk gains their Wisdom bonus as a modifier on Strength checks, Dexterity checks, and checks involving skills based on Strength or Dexterity, such as Hide, Climb, and Jump.

Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. They can use this quivering palm attack a number of times per day equal to her Wisdom bonus (minimum 1), and they must announce their intent before making their attack roll. Creatures immune to critical hits cannot be affected unless the monk has some means of bypassing the creature's immunity to critical hits. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within 30 days. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ˝ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body (Ex)
Starting at level 17, monks become immune to aging, becoming ageless. As a result, they no longer take penalties to their ability scores for aging, nor do they gain bonuses (any penalties/bonuses previously obtained remain). They do not die of old age.

Moment of Perfection (Su)
At 18th level, the monk is nearing enlightenment, and can align themselves perfectly with the universe to achieve a single moment of perfection. They can add their monk level as an insight bonus to any one attack roll, opposed skill or ability check, or saving throw, or to their AC against any one attack, as if calling upon the effect of a moment of prescience spell with a caster level equal to their monk level. They can use this ability once per encounter.

Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.



Perfect Self
At 20th level, a monk becomes a magical creature. They may treat their creature type as native outsider or their normal creature type, whichever is more convenient. Additionally, the monk gains damage reduction wisdom modifier/-.


Ex-Monks
A monk who becomes chaotic in alignment cannot gain new levels as a monk but retains all monk abilities

Level 1:
Far Strike (Trivial): Make a melee attack from up to 10 feet/level away. This is a supernatural ability.
Arrow Sieve (Trivial): Make a single ranged attack on two targets, using the weaker of their AC. If it hits, both take the damage.
Swiftfoot (Active): +30 ft. land speed for 1 minute/level.
Thickskinned (Active): +4 AC for 1 hour/level.
Shake Hearts (Active): Target within 40 feet is frightened, if your level is greater than their hit dice (Will save reduces it to shaken).
Needless (Passive): Do not need food/water. Only need 2 hours sleep.
Lightfall (Passive): All falling damage is cut in half.
Seeing Eyes (Passive): Endless detect magic, as the spell.

Level 2:
Boost (Trivial): Target within 30 feet gets +1 on attack rolls and saves for 1 minute/level.
Endure (Active): Gain temporary hp equal to twice your level for 1 minute.
Headshaker (Active): Make an attack. This attack deals Int, Wis, and Cha damage equal to a third of your level (round down), instead of normal damage (Fort save negates the damage).
Force Surge (Active): You get +4 untyped bonus to Strength or Dexterity for 1 minute/level.
Wise Man (Passive): See invisible creatures or objects.
Combat Eyes (Passive): Know the HD and BAB of those you can see.
Hammerspace (Passive): Carry up to 3 lbs/level in hammerspace. Draw items from hammerspace as a move action.

Level 3:
Cleave Magic (Trivial): Dispel magic, as the spell.
Flying Leap (Active): Gain a 50 foot jump speed for 1 minute/level.
Assist (Active): Target within 30 feet gets +2 bonus on attack rolls, saves, skill checks for 1 minute/level.
Commander (Active): Suggestion, as the spell.
Well Prepared (Passive): Can buy and carry up to 50 gp of undefined non-magical stuff, and choose what it is later.
Ranged Threat (Passive): If you have a ranged weapon ready, you threaten all spaces within 30 feet.
Durable (Passive): Gain DR 2/-.

Level 4:
Restore (Trivial): Target you touch heals 4d8. Takes 1 minute to activate.
Lesser Abundant Step (Active): Teleport up to 10 feet/level as a move action.
Crush Hopes (Active): Crushing despair, as the spell.
Planar Guard (Active): Make an attack. If the target is an extraplanar creature, it is forced to its native plane if the attack hits.
Arrow Guard (Passive): Protection from arrows, as the spell.
Pure Force (Passive): You get a +2 Enhancement bonus to Strength and Dexterity. This stacks with Endless Force.

Level 5:
Double Strike (Trivial): Make two attacks at the same target. Takes a move action to activate.
Spin Strike (Active): Make a single melee attack on all adjacent targets, using the weakest AC of the bunch. If it hits, all take the damage.
Greater Abundant Step (Active): Teleport up to 100 miles/level, with up to 3 others. Full-round action.
Ally Call (Active): Summon monster V, as the spell. Full-round action. Supernatural.
Endless Load (Passive): Never run out of non-magical ammunition.
Great Leap (Passive): Gain a 30 foot jump speed.

Level 6:
Rally (Trivial): You and all allies within 30 feet get +2 bonus on attack rolls, saves, skill checks for 3 rounds.
Live On (Active): Heal yourself 30 hit points. You may use this while dead, if you died within the last hour (this use does bring you back from the dead).
Pure Gaze (Active): True seeing, as the spell.
Protection (Passive): You get a +6 resistance bonus to all saving throws.
Inner Reserves (Passive): You do not need to breathe.

Level 7:
Knockback (Trivial): Make a melee attack. If it hits, your target is pushed back up to 5 feet/level (the exact distance is up to you).
Planar Step (Active): Plane shift, as the spell. Full-round action, supernatural.
Stop Magic (Active): Antimagic field, as the spell. The duration is reduced to 5 rounds/level.
Untouchable (Passive): You gain the benefit of a 10% miss chance.
Light Step (Passive): Air Walk, as the spell. Supernatural.

Level 8:
Second Wind (Active): Heal up to your max hp. Gain temporary hp equal to your max hp for 1 minute.
Slayer (Active): Attack you make kills your target (Fort to avoid).
Endless Force (Passive): You get a +4 enhancement bonus to Strength, Dexterity and Constitution. This stacks with Pure Force.
Locked Mind (Passive): Endless mind blank, as the spell.

Level 9:
Planar Call (Active): Gate, as the spell.
Master of All (Active): You can use your active exploits of level 5 or lower without using up daily uses for 1 minute.
Empty Soul (Passive): Endless foresight, as the spell. This ability is supernatural.
Endless Life (Passive): You gain fast healing 3.
Independent Research
A Monk also can research exploits independently, much as an spellcaster can research spells. Only the creator of such a exploit can have it as an exploit known, unless they decide to share it with others.

Jump Speed: As a move action you may jump up to your jump speed in any direction. As a double move action you may jump up to 2x your jump speed. You may also take the run action while jumping which is base speed x4 (x5 with run feat). Unlike most jumping, this does not require a running start. You may choose to jump less than the full distance allowed to you, if you wish.

You can make these jumps off of any surface (walls, floors, ceilings, trees, other creatures up there, etc). As a full round action, you may jump up to your jump speed in any direction without any support at all, but you take 1 point of non-lethal damage for doing this.

Furthermore, if you are in freefall, you may choose to fall half the speed you would fall. Making this choice is a free action, and lasts until you hit the ground or jump again. This slowdown, in addition to slowing your fall to control your location, cuts any falling damage you would take from that fall in half.

This overrides the normal rules for jumping.

*Exploit system by qwertyu63 (http://www.giantitp.com/forums/showthread.php?t=316411)