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View Full Version : Pathfinder Turning Monk to a Path of War Class [PEACH]



Thatwarforged
2015-02-01, 08:38 AM
I'm Looking for constructive criticism and help with this. I've basically frakensteind Monk, Stalker and Ninja to get this version of the monk, most of said abilities originate from one of these classes. Sorry about the original ideas if they are messy and don't read well. Here it is my play on what the monk should have looked like.
The Monk


Level
BaB
Fort
Ref
Will
Special
Known Maneuvers
Redied Maneuvers
Stances
Unarmed Damage
Unarmored Defense


1
0
2
2
2
Improved Unarmed Strike, Ki Pool, Unarmored defense (Wisdom)
6
4
1
1D6
0


2
1
3
3
3
Combat Insight, Ki Talent
7
4
2
1D6
0


3
2
3
3
3
Evasion
8
5
2
1D6
0


4
3
4
4
4
Uncanny Dodge, Ki Talent
9
5
2
1D8
1


5
3
4
4
4
Martial Arts Master, Purity of Body
10
6
3
1D8
1


6
4
5
5
5
Ki Talent
11
6
3
1D8
1


7
5
5
5
5
Wholeness of Body
12
6
3
1D8
1


8
6
6
6
6
Ki Talent
13
7
4
1D10
2


9
6
6
6
6
Improved Evasion
14
7
4
1D10
2


10
7
7
7
7
Advanced Talents, Ki Talent
15
8
4
1D10
2


11
8
7
7
7
Diamond Body
16
8
5
1D10
2


12
9
8
8
8
Ki Talent
16
8
5
2D6
3


13
9
8
8
8
Diamond Soul
17
9
5
2D6
3


14
10
9
9
9
Ki Talent
17
9
5
2D6
3


15
11
9
9
9
Quivering Palm
18
10
6
2D6
3


16
12
10
10
10
Ki talent
18
10
6
2D8
4


17
12
10
10
10
Timeless Body
19
10
6
2D8
4


18
13
11
11
11
Ki Talent
19
11
6
2D8
4


19
14
11
11
11
Combat Insight (Blind Sight)
20
11
7
2D8
4


20
15
12
12
12
Ki Talent, Retributive Ki
21
12
7
2D10
5


Hit Die: d8.
Class Skills
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
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.
Maneuvers: A monk begins his career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Steel Serpent, Thrashing Dragon, and Veiled Moon. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by monk is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The monk must meet a maneuver’s prerequisite to learn it. Upon reaching 4th level, and at every even numbered monk level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the monk loses the old maneuver in exchange for the new one. The monk need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The monk can swap only a single maneuver at any given
level. A monk’s primary initiator attribute modifier is Wisdom.
Maneuvers Readied: A monk can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Monks do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the monk initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
Monks may recover their maneuvers in one of two ways. The monk may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice. Alternately, he may recover his Wisdom modifier in expended maneuvers (min of 2) as a full round action, centering his spirit completely to re-align his perceptions of the battle and his place in it. When recovering his maneuvers as a full round action, he may add a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself.
Stances Known: Monk begin play with knowledge of one stance from any discipline open to monks. At the indicated levels (see class table), the monk selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuver, the stalker cannot learn a new stance at higher levels in place of one he already knows.
AC Bonus (Ex): 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 f lat-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.
Ki Pool (Su): At 1st level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the monk’s ki pool is equal to 1/2 her monk level + his Wisdom modifier (minimum of 1).
• At 1st level, the monk may use his ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as a swift action, as he uses his ki to feel out the vibrations of others and their hidden motives.
•At 5th level, the monk can spend 1 point to increase his base speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action.
• At 7th level, the monk may spend 1 point from his ki pool to gain a +4 insight bonus on a saving throw as an immediate action.
• At 9th level, the monk can delve into his subconsciousness in battle and remember key lessons from his training. The monk envisions potential scenarios where martial abilities he has not readied come into play and gains a momentary burst of martial insight. The character spends one ki point and may trade a readied maneuver for a maneuver known of the same level or lower and have it immediately readied and accessible for his use as a swift action a number of times per day equal to his Wisdom modifier. The character may initiate this maneuver and recover it as if he had prepared at the beginning of the day (or when ever the monk readied his maneuvers last) until the end of the combat encounter.
The ki pool is replenished each day after 8 hours of rest and meditation; these hours do not need to be consecutive. If the monk possesses levels in another class that grants points to a ki pool, monk levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The monk can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. 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 todeal 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 the class table. The unarmed damage values listed on the class table 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. A Monk can use is Unarmed Damage in place of Monk Weapons damage, but its Critical range is also reduced to a Natural 20.
Combat Insight (Su): At 2nd level, the keen senses and awareness of the monk delivers him a sort of sixth sense. This insight performs as an intuitive alarm, alerting him of danger. Through his rigorous practice and learning to trust his instincts and intuition to an unearthly level, the senses of the monk are unusually sharp.
At 2nd level, the monk’s combat sense opens his third eye, granting him defensive reflexes that protect him in combat. The monk may add his Wisdom modifier to his initiative score and to Reflex saving throws as an insight bonus.
At 19th level, the heightened precognitive abilities of the monk manifest in his ability to sense things around him that others cannot, granting him blindsight of 30 ft. This is a supernatural ability.
Evasion (Ex): At 3rd level or higher, a monk can avoid even magical and unusual attacks with great agility. If a monk makes a successful Ref lex 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.
Ki Talents: As a monk gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a monk gains one ki talent. He gains an additional ki talent for every 2 levels of monk attained after 2nd level. A monk cannot select an individual talent more than once inless the talent specifies otherwise.

Combat Talent- Gain a combat feat you must meet all prerequisites. Can be taken multiple times, each time to a different feat.
Acrobatic Master- As a swift action, a monk with this talent can focus his Ki to grant a +20 on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point.
Ki Maneuver- Expend one Ki point to recover one expended maneuver as a free action.
Ki Strike- Treat you unarmed attacks and attacks using monk weapons as if they were magic, at seventh level his unarmed is treated as cold iron, at tenth it is treated as (one of his alignment of his choose), At sixteenth it is treated as adamantine.
Deflect Arrows- A monk who selects this talent gains the Deflect Arrows feat as a bonus feat.
Feather Fall- As an immediate action, the monk can slow her descent as if using feather fall. This ability uses monk level as the caster level. Each use of this ability cost one ki points.
High Jumper- When a monk with this talent make a high jump, the Dc for that jump is half the normal Dc. The monk must have the acrobatic master talent before taking this talent.
Slow Metabolism- The monk has a slower than normal metabolism. She can hold her breath for twice as long as normal before making constitution checks. In addition, whenever the monk is poisoned, the time between saving throws is doubled.
Snatch Arrows- A monk who selects this talent gains the Snatch Arrows feat as a bonus feat. The monk must have deflect arrows feat before taking this talent.
Style Master- A monk who selects this talent gains a style feat that she qualifies for as a bonus feat.
Vanishing Trick- As a swift action, the monk can disappear for 1 round pe level. This ability functions as invisibility. Using this ability cost 1 ki point.
Wall Climber- A monk with this ability gains a climb speed of 20 ft, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb underside of horizontal surfaces.
Ledge Walker- This ability allows a monk to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a monk with this talent is not f lat-footed
when using Acrobatics to move along narrow surfaces.
Additional Maneuver- A monk who selects this talent gains the Advanced Study feat. This can be taken multiple times.
Unarmed Finesse- Treat you Unarmed Strike as Finesse weapons for feats like Weapon Finesse and Deadly Agility.
Unarmed Block- While unarmed you are treated as if wielding a Light Shield, giving you the ability to use shield based feats and Iron Tortoise Maneuvers (Though it is not added to you character discipline access, but if you gain them from a different source like feats you are treated as wielding a shield). This also gives a +1 shield bonus to AC as if you were wielding said shield. The monk is proficient in this "Shield" and does not lose his unarmored defense form this talent.
Iron Tortoise Initiate You add Iron Tortoise to disciplines you have access to. Prerequisites: Unarmed Block.
Ki Stride- A monk who selects this talent gains the Serene Stride feat as a bonus feat.
Monk Adaptation- This acts as the Weapon Group adaptation feat except it can only be for the Monk weapon group. Can be taken multiple times each applying to a different discipline.
Adaptive Fighting- Choose a single weapon, this is now considered a monk weapon for you gaining all benefits of so. You are now considered proficient with said weapon. You can take this talent multiple times each to a different weapon.
Ki Bolt- Expend one Ki point to cast the Magic Missile spell with a caster level equal to your monk level. This is bolt of pure Ki and is counted as a Spell-like attack.
Ki Ray- Requires Ki bolt, and Monk level 4. Expend one Ki point to cast the Scorching Ray spell with a caster level equal to your monk level. This is ray of pure Ki making the damage dealt Force and it loses the Fire descriptor and gain the force one instead and is counted as a Spell-like attack.
Ki Ball- Requires Ki Ray, and Monk level 6. Expend one Ki point to cast the Fireball spell with a caster level equal to your monk level. This is ball of pure Ki making the damage dealt Force and it loses the Fire descriptor and gain the force one instead and is counted as a Spell-like attack.
Ki Shield- Requires Ki ball, and Monk level 8. Expend one Ki point to cast the Fire Shield spell with a caster level equal to your monk level. This is shield of pure Ki making the damage dealt Force and it loses the Fire descriptor and gain the force one instead and is counted as a Spell-like attack.
Alacrity- A monk's land speed is faster than the norm for his race, gaining a +10-ft. enhancement bonus to his base speed and he may add his Wisdom modifier to Acrobatics checks, due to his nimble and finely honed body. The monk enjoys this benefit only when he is wearing no armor, not using a shield, and not carrying a medium or heavy load. As a swift action, the character may spend a point of ki to pour extra speed to his step to increase this bonus from 10-ft. to an additional 30-ft. for one minute, but he is fatigued afterward for 1d4 minutes as he catches his breath.
Precocious Step (Su)- By relying on his combat insight to steer him effortlessly through a dangerous spot, the monk may spend one point of ki as a swift action and move without provoking attacks of opportunity for a number rounds equal to his Wisdom modifier (min 1).

Uncanny Dodge (Ex): Starting at 4th level, a monk can react to danger before his senses would normally allow him to do so. He cannot be caught f lat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A monk with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a monk already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.
Martial Arts Master (Ex): Starting at 5th level, a monk treats his monk level as fighter level when meeting prequistes for feats that effect his unarmed strike or monk weapons.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
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.
Advanced Talents: At 10th level, and every two levels thereafter, a monk can choose one of the following advanced talents in place of a ki talent.

Feat- A monk may gain any feat that she qualifies for in place of a Ki Talent.
Ghost Step (Su)- As a swift action, a monk with this talent can pass through walls as if she were a ghost. Until the end of her turn, she can pass through a wall or other surface that is up to 5 feet thick per level as if she were incorporeal. She must exit the solid material by the end of her turn. Each use of this ability uses up 1 ki point.
Invisible Blade (Su)- Whenever a monk uses the vanishing trick Monk talent, she is treated as if she were under the effects of greater invisibility. The monk must have the vanishing trick monk talent before selecting this monk talent.
See the Unseen (Su)- A monk with this talent learns how to see that which cannot be seen. As a swift action, the monk can cast see invisibility, using her level as the caster level. Each use of this ability uses up 1 ki point.
Unbound Steps (Su)- This talent allows a monk to use her ki to walk through the air. A monk can make a full round action to move two times her movement speed which she can use walk on air, rising or descending as she desires. She must end her move on a solid surface. Each use of this ability uses up 1 ki point.
Slippery Mind (Ex)- This ability represents the monk’s ability to wriggle free from magical effects that would otherwise control or compel her. If a monk with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.
Wall of Ki (Spell-like)- Requires Ki shield, and Monk level 10. Expend two Ki point to cast the Wall of Force spell with a caster level equal to your monk level.
Ki Form (Su)- Transform your body into a body of pure Ki, this acts as Elemental Body 2 as a Fire Elemental, its burn effect becomes force damage with a Dc of (10 + ½ monk level + Wisdom Modifier) its caster level is equal to monk level. This effect cost 2 Ki points to activate.
Ki Vampirism (Su)- The monk's ki gains a hungry quality that expresses itself through the martial prowess of a disciple of the Path of War. If the monk reduces a living foe to 0 or less hit points with a martial strike or scores a successful critical hit, then he may regain 1 point of ki as an immediate action. He may not use his ki vampirism more times per day than 3 + his Wisdom modifier. This ability does not function against constructs, undead, or creatures with under 1/2 HD.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
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.
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.
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.
Retributive Ki (Su): At 20th level, the monk’s mystical ki power allows for him to generate a powerful burst of energy to gain retribution on those who would injure him. When the monk is harmed by an attack, spell, or ability of an enemy, as an immediate action he may spend two ki points to initiate a martial strike (with an initiation action of 1 standard action) that he has readied in retaliation against that attack. He uses the range of the attacker’s ability as the range of his strike, creating a phantom echo of himself with his ki that rushes out and strikes his attacker if they are outside of the monk’s normal reach. Use of this ability expends his strike as normal, and the strike functions as normal otherwise.



Any ideas, questions or suggestions? Can anyone tell me if this is balanced okay.