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Harkone
2007-02-18, 02:48 PM
This version of the much-maligned Monk combines many elements of the Ninja while still maintaining the Monk flavor:

MONK
(See Player’s Handbook & Complete Adventurer)

HD: d6 Base Attack Bonus: +3/4 Favored Saving Throws: Reflex and Will Alignment: Any

Class Skills (6+Int): Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information,
Hide, Jump, Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim,
Tumble, Use Rope

Weapon and Armor Proficiency: Proficient with all simple weapons, plus the hand crossbow, kukri,
shortbow, shortsword. Not proficient in any type of armor or shield.


Level AC Bonus Sudden Strike Unarmed Damage Bonus Feat? Spd Bonus Special**
1 +1d6 1d6 Y* WIS bonus to AC; Ki Power; Flurry of Blows
2 1d6 Ghost Step (invisible)
3 +1 +2d6 1d6 Slow Fall
4 1d6 Y Great Leap
5 +3d6 1d6 +10'
6 +2 1d8 Ki Dodge, Evasion
7 +4d6 1d8 Speed Climb
8 1d8 Y Ghost Strike
9 +3 +5d6 1d8
10 1d8 +20' Ghost Step (ethereal)
11 +6d6 1d8
12 +4 1d10 Y Greater Ki Dodge, Improved Evasion
13 +7d6 1d10
14 1d10 Ghost Mind
15 +5 +8d6 1d10 +30' Quivering Palm
16 1d10 Y
17 +9d6 1d10 Ghost Sight
18 +6 2d6
19 +10d6 2d6
20 2d6 Y +40' Ghost Walk


AC Bonus/WIS Bonus to AC: When unarmored and unencumbered, the monk gains a bonus to his AC equal
to his WIS modifier; this bonus applies even when flat-footed and against touch attacks; this bonus increases
every 3 levels as indicated on chart

Sudden Strike: If the monk attacks a target who is denied its DEX bonus to AC, the monk deals an extra
1d6 damage; this bonus increases every other level, as indicated on chart; this bonus may also be applied to
ranged attacks against targets up to 30' away; creatures with concealment, no discernible anatomy, or
immune to critical hits are not affected; cannot be used to deliver nonlethal damage; stacks with sneak attack
where both would apply to the same target

Unarmed Damage: The monk's unarmed strike damage increases every 6 levels, as indicated on chart

Bonus Feat: The monk receives Improved Unarmed Strike as a bonus feat at Level 1; he may choose an
additional bonus feat from the list below every 4th level, as indicated on chart. The monk must qualify for these
feats in order to take them (as with bonus fighter feats), except for those marked with an asterisk*. For these
feats the monk need not have any of the prerequisites normally required.

Spd Bonus: The monk gains the indicated enhancement bonus to Spd when wearing no armor and is
unencumbered.

Ki Power: The monk may use his ki powers a number of times per day equal to 1/2 his monk level (minimum
1) plus his WIS bonus (if any). Ki power can only be used if the monk is wearing no armor and is
unencumbered. As long as the monk has at least 1 use of his ki power remaining, he gains a +2 bonus on his
Will saving throws. The ki powers are ghost step, ki dodge, ghost strike, greater ki dodge, and ghost walk,all
described below.

Flurry of Blows: When making unarmed attacks, the monk may make one extra attack in a round at his
highest attack bonus, but all the attacks he makes that round are made with a -2 penalty. This is a full attack
action. A flurry of blows can only be made if the monk is unarmored and unencumbered.

Ghost Step: Starting at Level 2, the monk may expend one daily use of ki power to become invisible for 1
round. Using this ability is a swift action that does not provoke attacks of opportunity. Starting at Level 10, the
monk may become ethereal instead of invisible when using Ghost Step.

Slow Fall: Starting at Level 3, when the monk is within arm's reach of a wall, he can reduce falling damage
by making a Climb check. The fall is treated as a certain amount shorter based on the results of that check;
the DC of the Climb check is equal to 10 + 2 / 10' fallen. For example, a fall of 50' is treated as a fall of only
10' with a successful DC 18 Climb check. The amount of falling distance (and resulting damage) can be
reduced as low as zero, regardless of the original falling distance; a fall of 100' would, for example, simply
require a DC 30 Climb check to be treated as having no falling distance, and thus inflicting no damage.

Great Leap: Starting at Level 4, the monk makes all Jump checks as if he were running and had the Run feat
(can make long jumps without a running start; +4 bonus on Jump checks) when unarmored and
unencumbered.

Ki Dodge: Starting at Level 6, the monk may expend one daily use of ki power to gain 20% concealment
against all attacks for 1 round. Using this ability is a swift action that does not provoke attacks of opportunity.
A see invisibility spell has no effect on the ki dodge, but a true seeing spell negates the miss chance. This
effect does not stack with other effects that grant concealment.

Evasion: Starting at Level 6, the monk takes no damage if he makes a successful Reflex save for half
damage. This ability only functions when the monk is unarmored and unencumbered and abile to move.

Speed Climb: Starting at Level 7, the monk may climb at his speed as a move action with no penalty;
however, he must begin and end on a horizontal surface or he will fall. The monk needs only one free hand to
use this ability, and may only do so if unarmored and unencumbered.

Ghost Strike: Starting at Level 8, the monk may expend one daily use of ki power to strike incorporeal or
ethereal creatures as if they were corporeal, or to strike foes on the Prime Material plane normally while
ethereal. Activating the Ghost Strike ability is a move action that does not provoke attacks of opportunity, and
affects the monk's next attack, as long as it is made before the end of his next turn.

Greater Ki Dodge: Starting at Level 12, the concealment granted from the monks' ki dodge ability is 50%.

Improved Evasion: Starting at Level 12, the monk takes half damage even if he fails a Reflex save for half,
and takes no damage if the save is successful.

Ghost Mind: Starting at Level 14, foes attempting to use magic to scry on the monk must make a caster
level check (DC 20 + monk level) to detect or scry on the monk.

Quivering Palm: Starting at Level 15, the monk may declare one of his Sudden Strikes per week a Quivering
Palm attack. The monk must announce his intent to do so before the attack, and if it succeeds in inflicting
damage, the monk may then will the target to die at a later time, up to a number of days equal to the monk's
level. The DC to avoid death is 10 + 1/2 monk level + monk's WIS modifier.

Ghost Sight: Starting at Level 17, the monk can see invisible and ethereal creatures as easily as material
creatures/objects.

Ghost Walk: Starting at Level 20, the monk may expend two daily uses of his ki power to enter the Ethereal
Plane as if using the ethereal jaunt spell, with a caster level equal to the monk's level.

Monk Bonus Feat List
Blind Fight
Combat Expertise
Combat Reflexes*
Deflect Arrows*
Dodge
Exotic Weapon Proficiency
Improved Disarm*
Improved Feint
Improved Grapple*
Improved Initiative
Improved Natural Attack
Improved Trip*
Iron Will
Lightning Reflexes
Mobility
Snatch Arrows
Spring Attack
Stunning Fist*
Whirlwind Attack

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