rferries
2017-09-25, 09:18 AM
Monk
https://i.imgur.com/k3tWqZS.jpg?1
https://i.imgur.com/EGEnhkn.jpg?1
https://i.imgur.com/2ryFC5Z.jpg?1
There are many paths to enlightenment
Alignment
Any.
Hit Die
d10.
Class Skills
The monks’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Table: The Monk
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/Day
Powers Known
Maximum Power Level Known
1st
+1
+2
+2
+2
Leap of Faith (+10), Quintessence
01
1
1st
2nd
+2
+3
+3
+3
Serenity
1
2
1st
3rd
+3
+3
+3
+3
Earthly
3
3
1st
4th
+4
+4
+4
+4
Enchanted, Enlightenment (+1)
5
4
1st
5th
+5
+4
+4
+4
Leap of Faith (+20)
7
5
1st
6th
+6/+1
+5
+5
+5
Transcendence (+2)
11
6
2nd
7th
+7/+2
+5
+5
+5
Tranquility
15
7
2nd
8th
+8/+3
+6
+6
+6
Enlightenment (+2)
19
8
2nd
9th
+9/+4
+6
+6
+6
Leap of Faith (+30)
23
9
3rd
10th
+10/+5
+7
+7
+7
Divinity
27
10
3rd
11th
+11/+6/+1
+7
+7
+7
35
11
3rd
12th
+12/+7/+2
+8
+8
+8
Enlightenment (+3), Transcendence (+4)
43
12
4th
13th
+13/+8/+3
+8
+8
+8
Leap of Faith (+40)
51
13
4th
14th
+14/+9/+4
+9
+9
+9
59
14
4th
15th
+15/+10/+5
+9
+9
+9
67
15
5th
16th
+16/+11/+6/+1
+10
+10
+10
Enlightenment (+4)
79
16
5th
17th
+17/+12/+7/+2
+10
+10
+10
Leap of Faith (+50)
91
17
5th
18th
+18/+13/+8/+3
+11
+11
+11
Transcendence (+6)
103
18
6th
19th
+19/+14/+9/+4
+11
+11
+11
115
19
6th
20th
+20/+15/+10/+5
+12
+12
+12
Enlightenment (+5)
127
20
6th
1The monk gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.
Class Features
Weapon and Armor Proficiency
Monks are proficient with all simple weapons, and with either all martial weapons or all exotic weapons (chosen at 1st level). Monks are not proficient with any armour or shields.
Manifesting (Ex)
A monk manifests psionic powers. His Wisdom score determines his bonus power points per day, save DCs, and the level of powers he can learn. He may draw his powers known from any power list or discipline (if a power appears on multiple lists, treat it as the psion version).
A monk automatically learns the following powers (assuming his class level and Wisdom score are high enough to manifest powers of that level). These powers do not count towards his powers known.
Table: Bonus Monk Powers
Power Level
Power Name
1st
burst, defensive precognition, far hand
2nd
psionic suggestion, read thoughts
3rd
telekinetic force, telekinetic thrust
4th
correspond, telekinetic maneuver
5th
psychic crush1
6th
force lightning2, greater precognition
1Manifests as a telekinetic asphyxiation of the target.
2As chain lightning, save that it deals force damage and any creature that fails its save is sickened for 1 round from the agony.
Leap of Faith (Su)
A monk is immune to falling damage. He gains a +10 bonus on Jump checks and a +10 feet bonus to his movement speed. These bonuses increase by +10 every four class levels (to a maximum of a +50 bonus on Jump checks and a +50 feet bonus to his movement speed at 17th level). Note that a monk gains an additional +4 bonus to his Jump checks for every 10 feet by which his movement speed exceeds 30 feet.
Quintessence (Ex)
Whenever a monk would use an ability modifier other than his Wisdom modifier, he may instead choose to use his Wisdom bonus (to a maximum of his class level) plus that ability modifier. This ability functions for almost any purpose (including initiative checks, skill checks, ability checks, attack rolls, damage rolls, Armour Class, and saving throws), but not for calculating hit points per die and skill points.
Additionally, a monk gains a bonus on Autohypnosis and Concentration checks equal to one-half his class level.
Finally, aging penalties to a monk's physical ability scores are reduced by 1 per class level (so a 6th-level monk suffers no aging penalties, even if venerable).
Serenity (Ex)
At 2nd level, a monk may always take 10 on a skill check, even when rushed or threatened.
Earthly (Ex)
At 3rd level, whenever he makes a full attack a monk may make an additional unarmed strike at his full base attack bonus -5, in addition to any other attacks he is allowed. He makes this attack as a punch, kick, or headbutt (so he can make it regardless of whether or not he has a free hand).
A monk may choose unarmed strikes when selecting the Improved Natural Attack (http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack) feat. He may select that feat multiple times, each time choosing unarmed strikes. Its effects stack.
Enchanted (Ex)
At 4th level, a monk gains Enchanted (http://www.giantitp.com/forums/showthread.php?534772-A-few-simple-feats-(Enchanted-Flight-Insightful-Strike)&p=22336997#post22336997) as a bonus feat.
Enlightenment (Ex)
Beginning at 4th level, a monk gains a +1 inherent bonus to each of his ability scores. This ability increases by +1 every four class levels, to a maximum of +5 at 20th level.
Transcendence (Ex)
Beginning at 6th level a monk gains a +2 enhancement bonus to each of his ability scores. This bonus increases to +4 at 12th level, and to +6 at 18th level.
Tranquility (Ex)
At 7th level or higher, if a monk makes a successful saving throw against an attack that normally has a partial effect on a successful save, she instead ignores that effect.
Divinity (Su)
At 10th level, a monk gains the appropriate alignment subtypes (chaotic, evil, good, lawful) corresponding to his alignment. His natural weapons, unarmed strikes, and any weapons he wields are treated as weapons of the appropriate alignment for the purpose of overcoming damage reduction. If he is true neutral, his attacks are treated as all extreme alignments (lawful good, lawful evil, chaotic good, and chaotic evil) for the purpose of overcoming damage reduction.
Additionally, he gains damage reduction equal to one-half his class level. This damage reduction is overcome by weapons opposing all of his alignment subtypes (e.g. chaotic evil weapons for a lawful good monk). If he is true neutral, his damage reduction is overcome by weapons of any extreme alignment (lawful good, lawful evil, chaotic good, and chaotic evil).
Finally, he gains power resistance equal to his class level +10. This power resistance never applies against beneficial effects.
Monks and Alignment
A monk's powers are derived from his philosophical convictions. A monk that changes alignment loses all his class abilities until he either returns to his prior alignment or receives an atonement spell (regaining his powers with his new alignment).
I'm open to suggestions re: bonus powers (I've duplicated Jedi/Sith powers perhaps too much); but maybe they shouldn't get any bonus powers at all? This would force monks to follow a Jedi, Wuxia, or even Friar Tuck archetype.
Quintessence and all the ability bonuses (+11 total) are meant to show how even venerable monks have great physical prowess - see Yoda, the average Wuxia old master, etc, while tying into a Vow of Poverty archetype. If they're too much the bonuses could be reduced.
To do: a "Nimbus" feat allowing proper flight, a turn undead or similar ability to deal with wicked spirits
https://i.imgur.com/k3tWqZS.jpg?1
https://i.imgur.com/EGEnhkn.jpg?1
https://i.imgur.com/2ryFC5Z.jpg?1
There are many paths to enlightenment
Alignment
Any.
Hit Die
d10.
Class Skills
The monks’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Speak Language (none), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
Table: The Monk
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/Day
Powers Known
Maximum Power Level Known
1st
+1
+2
+2
+2
Leap of Faith (+10), Quintessence
01
1
1st
2nd
+2
+3
+3
+3
Serenity
1
2
1st
3rd
+3
+3
+3
+3
Earthly
3
3
1st
4th
+4
+4
+4
+4
Enchanted, Enlightenment (+1)
5
4
1st
5th
+5
+4
+4
+4
Leap of Faith (+20)
7
5
1st
6th
+6/+1
+5
+5
+5
Transcendence (+2)
11
6
2nd
7th
+7/+2
+5
+5
+5
Tranquility
15
7
2nd
8th
+8/+3
+6
+6
+6
Enlightenment (+2)
19
8
2nd
9th
+9/+4
+6
+6
+6
Leap of Faith (+30)
23
9
3rd
10th
+10/+5
+7
+7
+7
Divinity
27
10
3rd
11th
+11/+6/+1
+7
+7
+7
35
11
3rd
12th
+12/+7/+2
+8
+8
+8
Enlightenment (+3), Transcendence (+4)
43
12
4th
13th
+13/+8/+3
+8
+8
+8
Leap of Faith (+40)
51
13
4th
14th
+14/+9/+4
+9
+9
+9
59
14
4th
15th
+15/+10/+5
+9
+9
+9
67
15
5th
16th
+16/+11/+6/+1
+10
+10
+10
Enlightenment (+4)
79
16
5th
17th
+17/+12/+7/+2
+10
+10
+10
Leap of Faith (+50)
91
17
5th
18th
+18/+13/+8/+3
+11
+11
+11
Transcendence (+6)
103
18
6th
19th
+19/+14/+9/+4
+11
+11
+11
115
19
6th
20th
+20/+15/+10/+5
+12
+12
+12
Enlightenment (+5)
127
20
6th
1The monk gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.
Class Features
Weapon and Armor Proficiency
Monks are proficient with all simple weapons, and with either all martial weapons or all exotic weapons (chosen at 1st level). Monks are not proficient with any armour or shields.
Manifesting (Ex)
A monk manifests psionic powers. His Wisdom score determines his bonus power points per day, save DCs, and the level of powers he can learn. He may draw his powers known from any power list or discipline (if a power appears on multiple lists, treat it as the psion version).
A monk automatically learns the following powers (assuming his class level and Wisdom score are high enough to manifest powers of that level). These powers do not count towards his powers known.
Table: Bonus Monk Powers
Power Level
Power Name
1st
burst, defensive precognition, far hand
2nd
psionic suggestion, read thoughts
3rd
telekinetic force, telekinetic thrust
4th
correspond, telekinetic maneuver
5th
psychic crush1
6th
force lightning2, greater precognition
1Manifests as a telekinetic asphyxiation of the target.
2As chain lightning, save that it deals force damage and any creature that fails its save is sickened for 1 round from the agony.
Leap of Faith (Su)
A monk is immune to falling damage. He gains a +10 bonus on Jump checks and a +10 feet bonus to his movement speed. These bonuses increase by +10 every four class levels (to a maximum of a +50 bonus on Jump checks and a +50 feet bonus to his movement speed at 17th level). Note that a monk gains an additional +4 bonus to his Jump checks for every 10 feet by which his movement speed exceeds 30 feet.
Quintessence (Ex)
Whenever a monk would use an ability modifier other than his Wisdom modifier, he may instead choose to use his Wisdom bonus (to a maximum of his class level) plus that ability modifier. This ability functions for almost any purpose (including initiative checks, skill checks, ability checks, attack rolls, damage rolls, Armour Class, and saving throws), but not for calculating hit points per die and skill points.
Additionally, a monk gains a bonus on Autohypnosis and Concentration checks equal to one-half his class level.
Finally, aging penalties to a monk's physical ability scores are reduced by 1 per class level (so a 6th-level monk suffers no aging penalties, even if venerable).
Serenity (Ex)
At 2nd level, a monk may always take 10 on a skill check, even when rushed or threatened.
Earthly (Ex)
At 3rd level, whenever he makes a full attack a monk may make an additional unarmed strike at his full base attack bonus -5, in addition to any other attacks he is allowed. He makes this attack as a punch, kick, or headbutt (so he can make it regardless of whether or not he has a free hand).
A monk may choose unarmed strikes when selecting the Improved Natural Attack (http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack) feat. He may select that feat multiple times, each time choosing unarmed strikes. Its effects stack.
Enchanted (Ex)
At 4th level, a monk gains Enchanted (http://www.giantitp.com/forums/showthread.php?534772-A-few-simple-feats-(Enchanted-Flight-Insightful-Strike)&p=22336997#post22336997) as a bonus feat.
Enlightenment (Ex)
Beginning at 4th level, a monk gains a +1 inherent bonus to each of his ability scores. This ability increases by +1 every four class levels, to a maximum of +5 at 20th level.
Transcendence (Ex)
Beginning at 6th level a monk gains a +2 enhancement bonus to each of his ability scores. This bonus increases to +4 at 12th level, and to +6 at 18th level.
Tranquility (Ex)
At 7th level or higher, if a monk makes a successful saving throw against an attack that normally has a partial effect on a successful save, she instead ignores that effect.
Divinity (Su)
At 10th level, a monk gains the appropriate alignment subtypes (chaotic, evil, good, lawful) corresponding to his alignment. His natural weapons, unarmed strikes, and any weapons he wields are treated as weapons of the appropriate alignment for the purpose of overcoming damage reduction. If he is true neutral, his attacks are treated as all extreme alignments (lawful good, lawful evil, chaotic good, and chaotic evil) for the purpose of overcoming damage reduction.
Additionally, he gains damage reduction equal to one-half his class level. This damage reduction is overcome by weapons opposing all of his alignment subtypes (e.g. chaotic evil weapons for a lawful good monk). If he is true neutral, his damage reduction is overcome by weapons of any extreme alignment (lawful good, lawful evil, chaotic good, and chaotic evil).
Finally, he gains power resistance equal to his class level +10. This power resistance never applies against beneficial effects.
Monks and Alignment
A monk's powers are derived from his philosophical convictions. A monk that changes alignment loses all his class abilities until he either returns to his prior alignment or receives an atonement spell (regaining his powers with his new alignment).
I'm open to suggestions re: bonus powers (I've duplicated Jedi/Sith powers perhaps too much); but maybe they shouldn't get any bonus powers at all? This would force monks to follow a Jedi, Wuxia, or even Friar Tuck archetype.
Quintessence and all the ability bonuses (+11 total) are meant to show how even venerable monks have great physical prowess - see Yoda, the average Wuxia old master, etc, while tying into a Vow of Poverty archetype. If they're too much the bonuses could be reduced.
To do: a "Nimbus" feat allowing proper flight, a turn undead or similar ability to deal with wicked spirits