View Full Version : Pathfinder Adept of the Five Strikes

2016-01-24, 10:21 PM
I've been thinking of some alterations to my monk to give it more of a kung fu feeling and of course make it more powerful.

Adept of the Five Strikes

Adepts of the Five Strikes are monks who seek the perfection of form in combat. They trade their flurry of blows for evolved maneuvers for greater power and awesome skill.

Open to: Any lawful monk of 11th level or greater.

An Adept of the Five Strikes yields his flurry of blows power to adopt evolutions, patterns of five maneuvers with unarmed strikes, monk weapon attacks, or trips, sunders, or disarm attacks. The evolutions are resolved with the same bonuses or penalties as the five blows of flurry of blows at 11th level or using CMB as normal. Unarmed attacks received the benefits of being good, silver, or magic as normal.

Examples of Evolutions are:

Fighting Bantam Evolution: disarm with weapon, elbow thrust, slash with weapon, knee thrust, trip with foot.

Bucking Horse Evolution: high roundhouse kick, high backhand kick, trip with weapon, side kick, thrust with weapon.

Plunging Ram Evolution: Knee strike, elbow strike, knee strike, elbow strike, head butt (often a called shot). Also rudely known as the Priest-beater.

Raging Scorpion Evolution: Slash with weapon, thrust with weapon, slash with weapon, slash with weapon, thrust with weapon.

Feeding Crab Evolution: Slash with weapon, disarm with weapon, sunder with weapon, elbow strike, trip with foot.

Flowing Tide Evolution: Thrust with weapon, elbow strike, disarm with weapon, fist strike, trip with weapon.

Flailing Baby Evolution: Fist strike, fist strike, fist strike, fist strike, fist strike, fist strike.

Grasping Infant Evolution: Disarm with hand, elbow strike, sunder with hand, fist strike, trip with foot.

Adepts may develop and retain a number of evolutions equal to their Wisdom modifier.

Resolving an Evolution Attack

Adepts must announce whether they are attacking normally or attempting an evolution, and which evolution, before the die roll.

Evolutions are resolved as normal as a full attack action. Attacks and maneuvers are resolved in order, and any miss or failure interrupts the evolution and prevents the adept from making the remaining attacks and maneuvers in the evolution.

Critical hits on unarmed strike or weapon attacks are resolved normally. Critical hits on a CMB deal 1d4 damage.

Adepts suffer a -10 penalty to all Perception checks during the round in which they make an evolution, due to their concentration.

As a form of meditation in motion, a successfully completed evolution adds 1 ki point to the adept's ki pool.


At each level, the bonuses for the five strikes improve as with the bonuses of the first five attacks of the flurry of blows.

At 15th and 16th level, the adept does not gain a sixth attack.

At 17th, 18th, 19th, and 20th level, the adept does not gain a sixth or seventh attack. At these levels, the adept's unarmed strikes gain a critical hit level of 19-20. This stacks with the effects of Improved Critical if the adept applies that feat to his unarmed strikes.

Enhanced Evolutions (Ex):

At 11th level, an adept may spend 1 ki point to add a +1 bonus to every attack and maneuver in their evolution. At 14th level she may spend 2 ki points to add a +2 bonus, and at 17th level she may spend 3 ki points to add a +3 bonus, and at level 20 she may spend 4 ki points to add a +4 bonus. Evolutions with these bonuses are enhanced evolutions. Adepts do not suffer any Perception penalty for attempting an enhanced evolution. Succesfully-completed enhanced evolutions do not restore any ki points.


An adept may attempt an evolution every round for a number of minutes equal to her monk level divided by 5, rounded down. An adept of 11th level can attempt evolutions every round for 2 minutues before requiring a minute's rest from concentrating, while an adept of 20th level can attempt evolutions for 4 minutes before requiring a minute's break. This period is counted from the first attempted evolution and is not extended by failed evolutions. Adepts may fight normally while waiting a minute to resume evolutions.

Learning New Evolutions

An adept may develop a new maneuver at any time and employ it in combat after practicing it daily for a week. If she already knows the maximum number of evolutions, she may exchange one for the other.

An adept may teach another adept an evolution in a day through an hour of friendly instruction, and the adept may adopt the learned evolution in combat after practicing it daily for a week.

An adept who suffers five successful evolutions by an unknown evolution in one day has it beaten into him, and he may adopt it in combat after practicing daily for one week.