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Milo v3
2015-08-05, 04:38 AM
After reading Occult Adventures and reading the chakra section I thought this would be appropriate.


The Monk
Ki is the controlled condensed form of positive energy that lies in the body of all living beings. Monks are psychic individuals who can control and manipulate this energy better than anyone else. By becoming masters of their own body, both physically and supernaturally, they can fight with their fist better than many can with sword and shield.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 1d6 × 10 gp (average 35 gp).



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Strike
Fast Movement


1st
+1
+0
+2
+2
Bonus feat, flurry of blows, stunning fist, unarmed strike, understood agility
1d6
+0 ft.


2nd
+2
+0
+3
+3
Bonus feat, evasion, ki pool
1d6
+0 ft.


3rd
+3
+1
+3
+3
Fast movement, ki strike (magic)
1d6
+10 ft.


4th
+4
+1
+4
+4
Ki power, occulted movement 1, still mind
1d8
+10 ft.


5th
+5
+1
+4
+4
Purity of Body
1d8
+10 ft.


6th
+6/+1
+2
+5
+5
Bonus feat, ki power
1d8
+20 ft.


7th
+7/+2
+2
+5
+5
Ki strike (cold iron/silver)
1d8
+20 ft.


8th
+8/+3
+2
+6
+6
Gate control (root), ki power, occulted movement 2
1d10
+20 ft.


9th
+9/+4
+3
+6
+6
Energetic touch, improved evasion
1d10
+30 ft.


10th
+10/+5
+3
+7
+7
Bonus feat, ki power, ki strike (aligned)
1d10
+30 ft.


11th
+11/+6/+1
+3
+7
+7
Energy affinity, flurry of blows
1d10
+30 ft.


12th
+12/+7/+2
+4
+8
+8
Ki power, occulted movement 3, renewed vitality
2d6
+40 ft.


13th
+13/+8/+3
+4
+8
+8
Gate control (sacral)
2d6
+40 ft.


14th
+14/+9/+4
+4
+9
+9
Bonus feat, ki power
2d6
+40 ft.


15th
+15/+10/+5
+5
+9
+9
Renewed mind
2d6
+50 ft.


16th
+16/+11/+6/+1
+5
+10
+10
Ki power, ki strike (adamantine), occulted movement 4
2d8
+50 ft.


17th
+17/+12/+7/+2
+5
+10
+10
Improved energetic touch, timeless body
2d8
+5 ft.


18th
+18/13/+8/+3
+6
+11
+11
Bonus feat, gate control (navel), ki power
2d8
+60 ft.


19th
+19/+14/+9/+4
+6
+11
+11
Renewed soul
2d8
+60 ft.


20th
+20/+15/+10/+5
+6
+12
+12
Ki power, occulted movement 5, perfect self
2d10
+60 ft.



Class Skills
The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha),
Knowledge (history) (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
The following are the class features of the monk.

Weapon and Armour Proficiency: Monks are proficient with simple weapons and any weapon with the monk special weapon quality. Monks are not proficient with any armour or shields. When wearing armour, 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.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Psychic Sensitivity, Scorpion Style, Third Eye, and Throw Anything. At 6th level, the following feats are added to the list: Chakra Initiate, Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility, Psychic Adept, Psychic Combatant, and Spiritual Balance. At 10th level, the following feats are added to the list: Chakra Adept, Improved Critical, Medusa’s Wrath, Psychic Disciple, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Stunning Fist (Ex): At 1st level, the monk can disrupt the animating energy in enemies, gaining Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength or half his Wisdom bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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. The damage dealt by a monk's unarmed strike is determined by their class level (with the listed amount representing a medium monk's unarmed strike).

Understood Agility (Ex): A monk's awareness of their bodies ki assists them in dodging blows, granting them a bonus to armour class and CMD equal to their wisdom bonus + 1/2 class 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 armour, when he carries a shield, or when he carries a medium or heavy load.

Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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 armour or no armour. A helpless monk does not gain the benefit of evasion.

Ki Pool (Su): At 2nd level, a monk gains a pool of ki points, positive energy he can focus to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. Monks with a ki pool can also open chakras as if they possessed psychic sensitivity.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on
the table above. A monk in armour or carrying a medium or heavy load loses this extra speed.

Ki Strike (Su): At 3rd level, as long his ki pool contains at least 1 point his unarmed attacks are 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, whenever the monk refreshes his ki pool select an alignment that his alignment is not opposed to, his unarmed attacks are treated as aligned weapons of the selected type for the purpose of overcoming damage reduction until next time he refreshes his ki pool. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed without retraining. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.



Abundant Step (Su): A monk with this ki power can transform into energy to move between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 6th level before selecting this ki power.
Adaptive Resistance (Su): Whenever a monk with this ki power is damaged by an energy attack, he gains energy resistance 1 against that energy for a number of rounds equal to his Wisdom modifier. By spending a point from his ki pool when damaged by the energy attack, the monk can increase the energy resistance gained to 5. At 8th level spending ki to increase the monk's energy resistance sets the energy resistance to 10. At 16th level, spending ki to increase the monk's energy resistance sets the energy resistance to 15.
Cobra Breath (Su): Whenever a monk with this ki power uses diamond body to neutralize a poison, he can expend a point from his ki pool to release that poison as a ranged touch attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the poison’s original DC) or suffer the poison’s effects, even if it was not originally a contact poison. A monk must be at least 10th level and must possess the diamond body ki power before selecting this ki power.
Diamond Body (Su): As long as the monk possesses at least one point in their ki pool, they are immune to poison. A monk must be at least 6th level before selecting this ki power.
Diamond Mind (Su): By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can activate this ability even when frightened or panicked.
Diamond Resilience (Ex): By spending 1 ki point as an immediate action, the monk gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 10th level before selecting this ki power.
Diamond Soul (Ex): A monk can spend 1 point from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 10th level before selecting this ki power.
Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d12 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level.
Elemental Burst (Su): A monk with this ability can spend 4 ki points to unleash a gout of energy in a 30-foot cone. Creatures within the cone take 20d12 points of damage of the same type as the monk’s elemental fury ki power. A Reflex save (DC = 10 + 1/2 the monk’s level + his Wisdom modifier) halves the damage. If the monk spend a full round action to use this ki power, they only need to consume 2 ki points. A monk must be at least 16th level and must possess the elemental fury ki power before selecting this ki power.
Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 2 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal. A monk must be at least 16th level.
Feather Balance (Ex): A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 10 minutes.
Formless Mastery (Ex): A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent’s style. As long as he isn't using any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last for 1d4 rounds. The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of 3 ki points.
Furious Defense (Ex): By spending 1 point from his ki pool as an immediate action, a monk with this ki power can grant himself a +4 dodge bonus to AC until the end of his next turn. The monk can activate this ability and the formless mastery ki power with the same immediate action for a total cost of 3 ki points. A monk must be at least 6th level before selecting this ki power.
High Jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.
Improved Ki Metabolism (Su): The monk needs to eat and drink only 1/8 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As long as the monk has at least one point in his ki pool, he does not need to breathe or eat.
Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 6th level before selecting this ki power.
Ki Blocker (Su): A monk with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the monk can interrupt the target’s flow of ki. If the monk successfully damages the target of his attack, that opponent’s cost to activate abilities with ki increases by 2 ki points for 1 hour. If the monk spends 2 points from his ki pool, he can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A monk must be at least 8th level before selecting this ki power.
Ki Dash (Su): As long as the monk has at least one point in their ki pool, he gains the benefits of blurred movement, except it occurs only when you move at least 40 feet on your turn. A monk must be at least 8th level before selecting this ki power.
Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally’s. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw.
Ki Hurricane (Ex): As a full-round action, a monk with this ability can move up to twice his speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. He can later spend another ki point to make the next attack in his flurry of blows, and so on, until he either stops spending ki points or has exhausted all the attacks from his flurry of blows. A monk must be at least 8th level and possess the sudden speed ki power before selecting this ki power.
Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/8 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.
Ki Mount (Su): A monk with this ability can spend 1 ki point as a standard action to grant 2 temporary hit points per monk level he possesses to his mount for 1 hour per monk level. As long as the monk and his mount are adjacent or the monk is mounted, the mount shares the benefits of whichever of the understood agility, evasion, high jump, improved evasion, ki strike, and still mind abilities the monk possesses.
Ki Range (Su): A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet for 1 hour. Apply this benefit before doubling the range increment with the Far Shot feat.
Ki Visions (Su): A monk with this ability often sees visions of spirits or hears the voice of his departed mentor in his dreams. On any given night during which the monk dreams, he can use this ability to gain the benefits of a divination. If he does, he spends 2 ki points from the next day’s total. In addition, the monk gains Lucid Dreamer as a bonus feat even if he doesn't meet the prerequisites. A monk must be at least 8th level before selecting this ki power.
Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk’s spell resistance from diamond soul, he can spend 1 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must be 14th level or higher and possess the diamond soul ki power before selecting this ki power.
Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates his feather balance ki power, he can also ignore all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids. A monk must be at least 6th level and have the feather balance ki power before selecting this ki power.
One Touch (Ex): As long as he has at least 1 point remaining in his ki pool, as a standard action, a monk with this power can make an unarmed strike against a foe as a touch attack. He adds his monk level as a bonus on the damage roll. A monk must be at least 10th level before selecting this ki power.
Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.
Quivering Palm (Su): A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 2 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time within a number of weeks equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 14th level before selecting this ki power.
Slow Fall (Su): A monk can use ki to ignore the danger of falls by expending 1 point from his ki pool. When he uses this ability, he takes no damage from falls until the next time he regains his ki.
Spiritual Eye (Su): As long as the monk has at least one point of ki in their ki pool, they can see without light even with their eyes closed or covered, this acts identically to darkvision 60 ft. At 6th level the monk can expend a ki point to see chakra flowing inside creatures for 10 minutes, this acts identically to see invisibility except it does not apply to objects (but does still apply to undead). At 12th level, the monk no longer needs to spend ki to view chakra and instead it functions as long as there is at least two ki points in his ki pool.
Sudden Speed (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk’s base land speed by 30 feet for 10 minutes.
Tongue of the Distant Dream (Su): A monk with this ki power can shout across a room without moving his lips, gaining telepathy 100 ft. as long as he has at least one point in his ki pool. By spending a point of ki, a 10th level monk can increase the range of his telepathy to 1 mile for a single minute.
Tongue of the Sun and Moon (Ex): A monk with this ki power understand and speak with any living creature, as if under a permanent tongues effect. A monk must be at least 12th level before selecting this ki power.
Water Sprint (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per monk level.
Wind Jump (Su): A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect manoeuvrability) equal to three times his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 6th level and have the high jump ki power before selecting this ki power.
Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 1 point from his ki pool, he can heal 1d8 points of damage per monk level.




Occulted Movement (Su): Upon reaching 4th level, the monk can use their supernatural speed to move in combat so quickly that they don't risk being struck. The monk can make an additional 5 foot steps each round for every four class levels they possess.

Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. In addition, they gain a bonus to fortitude saves equal to half the amount of points in his ki pool.

Gate Control (Ex): After reaching 8th level, monks gain enough control over the kundalini that they can maintain their root chakra without expending ki points. In addition, when making the saving throws to endure the serpent's fire the monk gains a +1 bonus per 2 monk levels. Finally, abilities that scale with the monk's number of awakened chakras use half the monk's class level instead. At 13th level, the monk gains the ability to maintain their sacral chakra without expending ki points. At 18th level, the monk gains the ability to maintain their navel chakra without expending ki points.

Energetic Touch (Su): Being infused with positive energy, attacks made by a monk of ninth level gain the benefits of the Ghost Touch weapon special ability. At 17th level, unarmed attacks made by the monk gain the benefits of the Disruption weapon special ability.

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

Energy Affinity (Ex): A 11th level monk can exist comfortably on the Positive Energy Plane, and does not suffer from that plane's overwhelming infusions of life-giving energies. Whenever the monk is subjected to a magical healing effect, that effect functions at its full potential, as if enhanced by Maximize Spell.

Renewed Vitality (Su): Upon reaching twelfth level, monks can innately channel the positive energy infused in sunlight. Whenever in contact with sunlight you gain fast healing 1. In addition, once per week, if your corpse is left in sunlight for 8 continuous hours you can make a wisdom check (DC 20) to immediately gain the benefits of the Raise Dead spell.

Renewed Mind (Su): At 15th level, monks can mend their mind by channelling sunlight. By spending an hour of meditation in sunlight and making a wisdom check (DC 25), you can heal 1 point of ability damage to your intelligence, wisdom, or charisma scores. This ability can also heal ability drain, but the DC increases to 30. In addition, when you make the wisdom check to resurrect via sunlight it grants the benefits of Resurrection spell instead of Raise Dead.

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, but the monk does not die of old age when his time is up.

Renewed Soul (Su): At 19th level, if the monk has no ki in their ki pool, the monk can regain one ki point by spending a minute meditating while in contact with sunlight.

Perfect Self: At 20th level, a monk transcends his mortal frame. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects whenever it would be beneficial. Additionally, the monk gains the benefits of the root chakra open at all times, without having to make saves to maintain it, and no longer counts as being open for the purpose of the saving throw DC's. Finally, the monk gains the Formless and Subjective Appearance abilities of the Manasaputra subtype.

Subjective Morality
If using the subjective morality option from Pathfinder RPG: Unchained, the Ki Strike ability is altered to the following:

Ki Strike (Su): At 3rd level, as long his ki pool contains at least 1 point his unarmed attacks are 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 good aligned 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.

To Be Done

Alternate Class or Archetype that makes it negative energy focused.
Archetype that makes it charisma based and fit with paladin.


Change List from Unchained


No alignment restrictions
Altered saves
Expanded proficiencies
Increased AC bonus
Unarmed Strike says you can use half-wisdom instead of strength
Expanded bonus feat list
Ki pool changed level and allows for chakras
Ki Powers that were altered

Abundant Step (level lowered by 2)
Adaptive Reistance
Cobra Breath (level lowered by 2 and takes ki now)
Diamond Body (level lowered by 2, constant as long as you have ki)
Diamond Mind (level lowered by 2, doesn't take extra ki to activate when affected by fear)
Diamond Resilience (level lowered by 2)
Diamond Soul (level lowered by 2 and ki cost lowered by 1)
Elemental Flurry (Level lowered by 2 and damage increased)
Elemental Burst (Level lowered by 2 and damage increased)
Empty Body (level lowered by 2 and ki cost lowered by 1)
Feather Balance (increased duration)
Formless Mastery (only requires you to not be using a style, lowered level by 3)
Furious Defence (level lowered by 1)
Insightful Wisdom (level lowered by 2)
Ki Blocker (level lowered by 2, increased effect)
Ki Dash (new)
Ki Guardian (level lowered by 2)
Ki Hurricane (level lowered by 2)
Ki Metabolism (less food required)
Ki Range (increased duration)
Ki Visions (level lowered by 2 and granted Lucid Dreamer as a bonus feat)
Ki Volley (level lowered by 2, lowered ki cost by 1)
Light Steps (level lowered by 2)
One Touch (level lowered by 2, no longer have to spend ki to deal full monk level in damage)
Quivering Palm (level lowered by 2, ki cost lowered by 2, increased duration)
Slow Fall (no longer requires walls and works all day)
Spiritual Eye (new)
Sudden Speed (Increased duration)
Tongue of the Distant Dream (new)
Water Sprint (level lowered by 2)
Wind Jump (level lowered by 2, speed multiplied by 3)
Wholeness of Body (amount healed is much larger)

Occulted movement (new)
Purity of Body adds a bonus to fortitude
Gate Control (New)
Energetic Touch (New)
Energy Affinity (New)
Renewed Vitality (New)
Renewed Mind (New)
Timeless Body (no death from old age)
Renewed Soul (New)
Perfect Self (altered)
Style Strike removed
Tongue of the Sun and the Moon turned into a ki power
Flawless Mind removed

Extra Anchovies
2015-08-06, 09:51 AM
Hm. Interesting.

Understood Agility seems poorly designed, because not only is it too much of a bonus (2*Wis + 1/2 level, which is double the uMonk's AC bonus), but an Occult Monk is punished for spending ki because their AC gets lower. Making it a flat Wis + 1/2 level would be better. Adding the eventual extra +5 over the uMonk makes up for the fact that the monk either can't benefit from Magic Vestment (if they use Bracers of Armor) or are stuck with a +5 armor bonus (if they use enhanced clothing, e.g. from Automatic Bonus Progression).

Are any of the ki powers changed? I don't want to have to compare all of them to the uMonk's.

Occulted Movement is nice, and makes up for the loss of Style Strike (one of the coolest things about the uMonk is the combat mobility provided by Flying Kick).

Overall it's a bit of an upgrade, but they still have a lot of trouble affording Chakras. I'll try to make the Serpent-Fire Monk compatible with this one when I finally get around to writing it up (which should be easy, since I plan for it to replace ki powers at 2/6/10/14/18).

Milo v3
2015-08-06, 04:46 PM
Hm. Interesting.

Understood Agility seems poorly designed, because not only is it too much of a bonus (2*Wis + 1/2 level, which is double the uMonk's AC bonus), but an Occult Monk is punished for spending ki because their AC gets lower. Making it a flat Wis + 1/2 level would be better. Adding the eventual extra +5 over the uMonk makes up for the fact that the monk either can't benefit from Magic Vestment (if they use Bracers of Armor) or are stuck with a +5 armor bonus (if they use enhanced clothing, e.g. from Automatic Bonus Progression).
Fair enough.


Are any of the ki powers changed? I don't want to have to compare all of them to the uMonk's.
I'll post a spoiler to the main post that lists all the things that have been changed from Unchained Monk once I get off the train.

Milo v3
2015-08-06, 09:08 PM
Okay added the change list.