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TheLastSane1
2014-03-06, 07:05 PM
Looking to make the Monk near a tier 3 class which is the highest a non spell caster can go.

Monk

GAME RULE INFORMATION
Monk's have the following game statistics.
Abilities: The wisdom of a monk cannot be underestimated by way means. The Monk's speed and dexterity allow them fluid movement to both attack and dodge.
Alignment: Any Lawful
Hit Die: d10
Starting Age: As Monk.
Starting Gold: As Monk

Class Skills
The Monk's class skills (and the key ability for each skill) are...
Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics(Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points at First Level: (4 + Int modifier)
Skill Points at Each Additional Level: 4 + Int modifier

MONK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flurry of Blows|Unarmed Damage|AC Bonus|Fast Movement

1st|
+1|
+2|
+2|
+2|Bonus feat, flurry of blows, force of flurry, masterwork strike, fast movement|+1/+1|1d8|+0|+10

2nd|
+2|
+3|
+3|
+3|Bonus feat, stunning fist, evasion, meditative trance|+2/+2|1d8|+0|+20

3rd|
+3|
+3|
+3|
+3|Still mind, insightful insight|+3/+3|1d8|+0|+20

4th|
+4|
+4|
+4|
+4|Ki pool (magic)|+4/+4/-1|2d6|+1|+20

5th|
+5|
+4|
+4|
+4|High jump, purity of body|+5/+5/+0|2d6|+1|+30

6th|
+6/+1|
+5|
+5|
+5|Bonus feat, meditative trance|+6/+6/+1/+1|2d6|+1|+30

7th|
+7/+2|
+5|
+5|
+5|Ki pool (cold iron/silver), tireless body|+7/+7/+2/+2|2d6|+1|+30

8th|
+8/+3|
+6|
+6|
+6|Insightful touch, ki blast|+8/+8/+3/+3|2d8|+2|+40

9th|
+9/+4|
+6|
+6|
+6|Improved evasion|+9/+9/+4/+4/–1|2d8|+2|+40

10th|
+10/+5|
+7|
+7|
+7|Bonus feat, ki pool (lawful), meditative trance|+10/+10/+5/+5/+0|2d8|+2|+40

11th|
+11/+6/+1|
+7|
+7|
+7|Diamond body|+11/+11/+6/+6/+1|2d8|+2|+50

12th|
+12/+7/+2|
+8|
+8|
+8|Abundant step|+12/+12/+7/+7/+2|3d6|+3|+50

13th|
+13/+8/+3|
+8|
+8|
+8|Diamond soul|+13/+13/+8/+8/+3/+3|3d6|+3|+50

14th|
+14/+9/+4|
+9|
+9|
+9|Bonus feat, meditative trance|+14/+14/+9/+9/+4/+4/–1|3d6|+3|+60

15th|
+15/+10/+5|
+9|
+9|
+9|Quivering palm|+15/+15/+10/+10/+5/+5/+0|3d6|+3|+60

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Ki pool (adamantine)|+16/+16/+11/+11/+6/+6/+1|3d8|+4|+60

17th|
+17/+12/+7/+2|
+10|
+10|
+10|Timeless body|+17/+17/+12/+12/+7/+7/+2|3d8|+4|+70

18th|
+18/+13/+8/+3|
+11|
+11|
+11|Bonus feat, meditative trance|+18/+18/+13/+13/+8/+8/+3|3d8|+4|+70

19th|
+19/+14/+9/+4|
+11|
+11|
+11|Empty body|+19/+19/+14/+14/+9/+9/+4|3d8|+4|+70

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Perfect self, flawless blow|+20/+20/+15/+15/+10/+10/+5|4d8|+5|+80[/table]

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

Weapon and Armor Proficiencies:
Weapon Proficiency: Monks are proficient with the unarmed strike, brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.


CLASS FEATURE NAME (Ex, Su, Sp, Ps):
AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat in unarmed strike. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
The unarmed strike is treated as a weapon of the same name with a 20/x2 weapon critical range, no weight, and bludgeoning damage type.

Combative Training
A monk is always treated as having the Combat Expertise feat even if he doesn't normally meet the requirement.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Same as flurry of blows above with the following exceptions:
+1/+1 bonus to flurry of blow strikes instead of the -1/-1 progression.
Flurry of blows is reduced to a standard action.
Flurry of blows is effected by the force of flurry ability.

Masterwork Strike (Ex)
The monk's unarmed strike is treated for all purposes of meeting prerequisites as a masterwork weapon. This unarmed strikes does not gain the normal +1 to hit of a masterwork weapon and cannot actually be given the masterwork quality. This allows Monk's unarmed strikes to be enhanced with enhancement bonuses such as flaming, shocking, etc.

Force of Flurry (Ex)
Due to the speed of a monk's strike they can choose to use their dexterity in place of their strength when making attacks using their flurry of blows for to hit rolls and for damage rolls.

Fast Movement (Ex)
At 1rst level, a monk gains an circumstance bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Changes: The changes are the different type of bonus as the ability comes with a circumstance to meet and now allows for enhancement bonus. And the movement rate is made 3 levels faster.

Bonus Feat:
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:

Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list:

Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them. A monk may choose any feat from the 3.5 Monk's bonus feat list as well.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level + Wis modifier, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Meditative Trance (Su)
At 2nd level the monk can spend a full round action to take a meditative stance and enter a trance. The monk loses his wisdom to Ac bonus while in this trance. The trance invokes attacks of opportunity for the duration of the round. While in the trance the monk can regain 1d6 points of health a number of times per day equal to the monk's Wisdom modifer.

The trance increases in power every 4 levels by increasing the amount of damage healed by 1d6 to a maximum of 5d6 at level 18.

Still Mind (Ex)
A monk of 3rd level or higher gains a bonus equal to ½ his level( Minimum 1) on saving throws against Mind Alternating spells and effects.


Insightful Insight (Ex)
A monk of 3rd level can use Wis in addition to their Cha and Int modifier for all Charisma and Intelligence based skills. If a feat is used to change the Wis focus of a Monk to Int the Int does not stack.

Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to his character level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level,*his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

The monk possesses a list of ki abilities that he can use by expending ki points.


4th-Level Ki Powers
Acrobatic Steps (1 ki point)
Augury (1 ki point)
Barkskin (self only, 1 ki point)
Deny Death, † (0 ki points)
Feather step (self only, 1 ki point)
Feather fall † (Self Only, 1 ki point)*
Following Step (1 ki point)*
Hydraulic push (1 ki point)
Ki arrow (1 ki point)
Ki Stand, † (0 ki points)
Message (1 ki point)
Power Attack (1 ki point)
Quick Draw (1 ki point)
Scorching ray (2 ki points)
Slow fall (monk ability, 0 ki points)
Shield of Faith (self only, 1 ki point)*
Swallow Your Fear (self only, 1 ki point)*
Step Up † (1 ki point)*
Throw Anything (1 ki point)
True strike (self only, 1 ki point)
Ki focus † (Weapon enhancement)(1 ki points, monk weapons only)

6th-Level Ki Powers
Cloak of winds (self only, 2 ki points)
Chokehold (1 ki point)
Gaseous form (self only, 1 ki point)
Heroic Recovery, † (1 ki point)
High jump (monk ability, 1 ki point)
Hydraulic torrent (2 ki points)
Remove disease (2 ki points)
Sidestep, † (1 ki point)
Snatch Arrows† (1 ki point)
Spring Attack (1 ki point)
Following Step † (1 ki point)*
Bowstaff (1 ki point)*
Perceptive Clues (2 ki points)*
Flaming †(Weapon enhancement)(2 ki points)*
Shocking †(Weapon enhancement)(2 ki points)*
Frost †(Weapon enhancement)(2 ki points)*

8th-Level Ki Powers
Dragon’s breath (2 ki points)
Battle Trance † (2 ki points)*
Gliding Steps, † (1 ki point)
Neutralize poison (3 ki points)
Poison (2 ki points)
Restoration (self only, 2 ki points)
Share memory (0 ki points)
Silk to steel (1 ki point)
Spider Step (1 ki point)
Whirlwind Attack (2 ki points)
Wholeness of body (monk ability, level 7, 2 ki points)
Heroism † (1 ki point)*
Prayer (1 ki point)*
Righteous Vigor † (3 ki points)*
Flaming Burst †(Weapon enhancement)(2 ki points)*
Shocking Burst †(Weapon enhancement)(2 ki points)*
Icy Burst †(Weapon enhancement)(2 ki points)*
Ki Intensifying †(Weapon enhancement)(1 ki points)*
[Weapon enhancements on this part of the list must be 'bought' together with their lesser aspects]

10th-Level Ki Powers
Discordant blast (2 ki points)
Greater Bull Rush (2 ki points)
Greater Disarm (2 ki points)
Greater Feint (2 ki points)
Greater Sunder (2 ki points)
Improved Blind-Fight, † (1 ki point)
Ki leech (0 ki points)
Lunge (1 ki point)
Shadow step (1 ki point)
Spit venom (2 ki points)
Spinning Throw (2 ki points)*
Step Up and Strike, † (2 ki points)
Wind Stance (2 ki points)
Holy Smite † (3 ki points)*
Find Quarry (2 ki points)*

12th-Level Ki Powers
Abundant step (monk ability, 2 ki points)
Battlemind link (4 ki points)
Binding Throw (2 ki points)*
Diamond body (monk ability)
Elemental Fist (2 ki points)
Improvised Weapon Mastery (2 ki points)
Ki Throw (2 ki points)
Punishing Kick (2 ki points)
Shadow walk (3 ki points)
Resounding Blow † (2 ki points)*
Telepathic Bond (2 ki points) *

14th-Level Ki Powers
Blood crow strike (2 ki points)
Cloud Step (3 ki points)
Cold ice strike (3 ki points)
Commune (4 ki points)
Diamond soul (monk ability)
Disarming Strike (2 ki points)
Enhanced Ki Throw (2 ki points)
Improved Ki Throw (2 ki points)
Ki shout (3 ki points)
Sonic thrust (2 ki points)

16th-Level Ki Powers
Bleeding Critical (3 ki points)
Greater Blind-Fight, † (2 ki points)
Improved Vital Strike (2 ki points)
Lightning Stance (3 ki points)
Penetrating Strike (2 ki points)
Quivering palm (monk ability, 2 ki points)
Strangling hair (3 ki points)
Legend Lore (1 ki points)*

18th-Level Ki Powers
Timeless body (monk ability, 0 ki points)
Tongue of the sun and moon (monk ability, 0 ki points)
Overwhelming Presence (3 ki points)*
Dictum (4 ki points)*

20th-Level Ki Powers
Blinding Critical (3 ki points)
Crippling Critical (3 ki points)
Deafening Critical (3 ki points)
Empty body (monk ability, 3 ki points)
Greater Penetrating Strike (3 ki points)
Perfect self (monk ability, level 20)
Tiring Critical (3 ki points)


High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

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

Tireless Body (Ex)
At 7th level the monk cannot suffer from the fatigued, exhausted, or staggered conditions.

Insightful Touch (Ex)
At 8th level the monk's skill has increased to the degree that allows the Monk to add their Wisdom to their to hit and to damage rolls. This represents the monk's skill in where to land his blows.

Ki Blast (Su)
At 8th level the monk can expend two daily uses of your Stunning Fist feat as a move action to create a orb of raw ki energy. The monk can then throw the seething orb as a standard action with a range of 60 feet. This ranged touch attack deals damage equal to 1d6 of force damage per two character levels (Maximum of 10d6) + Wis damage.

Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.

Abundant step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Changes: As a swift action the monk can choose to lower this spell resistance for spells and effects rated harmless.

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. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. 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 a number of days equal to his monk level. 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 + 1/2 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. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
Proposed Changes:
Change the DC to a Reflex save? To dodge the blow rather then resist this vibration effect it lands. Change the once per day to cost 5 or 6 ki points per use.

Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Flawless Blow (Ex)
At 20th level the monk gains the ability to deliver a physical blow to an unattended object or the ground causing a rippling shockwave burst of 30 feet causing all those cause in the area to make a Fortitude save DC 10+1/2 Monk Level+Wis. If the foe succeeds they only suffer from stunned for 1d4 rounds. If the foe fails they suffer from stunned for 1d8 rounds and staggered 1d6 rounds.

TheLastSane1
2014-03-07, 08:59 PM
Ok I will point out I am sorry for bad grammar, poor punctuation, and not making the changes more clear.

If any of you have thoughts, insights, comments to make please let me know.