Kellus
2007-09-29, 07:31 AM
Monk
”Weapon? I am the weapon.”
- Victoria Soulwhite, human monk
The monk is devoted to improving herself and honing her combat abilities. Rather than waving around weapons and dressing up in armor, she instead focuses inwards and shapes her body into a perfect fighting machine. A monk learns many styles of fighting more complex than most fighters through constant training and practice, and by drawing upon the combat prowess of monks long forgotten.
Martial Arts (Wis)
The Martial Arts skill allows a monk to draw upon her knowledge of many styles of fighting in order to use special tactics in battle.
Check: The Martial Arts skill is used in conjunction with a monk’s blitz class feature.
Action: Varies. For more information, check the apropriate monk blitz ability.
Try Again: No. In order to retry a Martial Arts check, a monk must attempt the blitz again.
Synergy: If you have 5 or more ranks in Martial Lore or Perform (weapons drill), you get a +2 bonus on Martial Arts checks.
If you have 5 or more ranks in Martial Arts, you get a +2 bonus on Concentration checks.
Hit Die: d10
Skill Points: (4 + Int modifier per level, x4 at 1st level) .
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana/religion) (Int), Listen (Wis), Martial Arts (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Starting Gold: 5d4 x 10 gp (120 gp).
Starting Age: As wizard.
The Monk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Inspiration Points|Special
1st|
+1|
+2|
+0|
+2|2|Inspiration, unarmed strike, blitz (fists of steel)|
2nd|
+2|
+3|
+0|
+3|3|Fast movement
3rd|
+3|
+3|
+1|
+3|3|Armor of ages
4th|
+4|
+4|
+1|
+4|3|Blitz (cobra snare)
5th|
+5|
+4|
+1|
+4|4|Lightning awareness
6th|
+6/+1|
+5|
+2|
+5|4|Blitz (instant pin)
7th|
+7/+2|
+5|
+2|
+5|4|Combat awareness 1/day
8th|
+8/+3|
+6|
+2|
+6|5|Blitz (disarming strike)
9th|
+9/+4|
+6|
+3|
+6|5|Chain bonus +2
10th|
+10/+5|
+7|
+3|
+7|5|Blitz (disarming toss)
11th|
+11/+6/+1|
+7|
+3|
+7|6|Combat Awareness 2/day
12th|
+12/+7/+2|
+8|
+4|
+8|6|Blitz (sweeping strike)
13th|
+13/+8/+3|
+8|
+4|
+8|6|Improved armor of ages
14th|
+14/+9/+4|
+9|
+4|
+9|7|Blitz (heavy blow)
15th|
+15/+10/+5|
+9|
+5|
+9|7|Combat Awareness 3/day
16th|
+16/+11/+6/+1|
+10|
+5|
+10|7|Blitz (cobra coils)
17th|
+17/+12/+7/+2|
+10|
+5|
+10|8|Chain bonus +3
18th|
+18/+13/+8/+3|
+11|
+6|
+11|8|Blitz (fists of ages)
19th|
+19/+14/+9/+4|
+11|
+6|
+11|8|Combat Awareness 4/day
20th|
+20/+15/+10/+5|
+12|
+6|
+12|10|Blitz (deathblow)
[/table]
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiencies: Monks are not proficient with any weapons. They are proficient with light armor but not with shields.
Inspiration: The monk trains in many styles, which allows her to draw upon a vast body of combat knowledge in battle. To represent this seemingly random body of martial arts lore, a monk gains inspiration points that she can spend to activate her abilities. At the beginning of each encounter, she gains a number of inspiration points determined by her level (see Table: The Monk, above). If a monk has inspiration from another class, the two classes stack to determine the inspiration points available to the monk.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Blitz: A monk uses her martial training to activate special moves in combat. Each of these abilities requires a minimum monk level and a minimum number of ranks in the Martial Arts skill to qualify; if a monk does not have enough ranks in the Martial Arts skill, she does not gain the blitz ability until she acquires the needed ranks. A monk may only use a blitz if she is unarmed, wearing light armor or less, and is carrying a light load.
Activating a blitz replaces or enhances one of a monk’s attacks in a round. However, a monk may only activate multiple blitzes in the same round if all of the previous blitzes have succeeded. Therefore, if a monk fails to strike with her fists of steel on her first attack, she may not attempt a cobra snare on her second attack.
If a monk activates more than 1 blitz in a round, each subsequent blitz activated gains a cumulative +1 bonus on any Martial Arts skill check involved in the blitz. At 9th level this bonus increases to +2, and at 18th level this bonus increases to +3.
Activating a blitz, regardless of which one, grants a bonus to the attack roll (if applicable) equal to the monk’s Wisdom modifier.
Fists of Steel (Ex): A monk with 3 or more ranks in Martial Arts may draw upon her combat knowledge to deliver deadly blows with her bare fists. To use this blitz, the monk must expend 1 inspiration point. The attack automatically overcomes damage reduction/piercing or slashing. In addition, if the attack hits, the target receives additional damage equal to the monk’s class level. Using this ability is a free action, and applies to 1 attack.
Cobra Snare (Ex): A monk with 6 or more ranks in Martial Arts may attempt a powerful grapple in place of her normal strike. To use this blitz, the monk must expend 1 inspiration point. Her normal unarmed strike is replaced by a grapple attempt. However, the monk may choose whether to make a normal grapple check (with her Wisdom modifier added; see above) or use the result of a Martial Arts skill check as her grapple roll. This blitz has no effect if the enemy is already grappled. The Improved Grapple feat applies equally to both choices. Using a Cobra Snare blitz never provokes an attack of opportunity.
Instant Pin (Ex): A monk with 8 or more ranks in Martial Arts may instantly knock her opponent prone after using her Cobra Snare blitz. In order to use this blitz, the monk must have already successfully grappled her opponent with the Cobra Snare blitz in the same round. To use this blitz, a monk must expend 1 inspiration point. She may immediately make a second grapple attempt against the grappled opponent. For this check she must make a Martial Arts skill check, and may not choose to make a normal grapple check. If she is successful, the opponent is instantly pinned by her. Using this blitz is a free action.
Disarming Strike (Ex): A monk with 10 or more ranks in Martial Arts may attempt to rid her foe of their weapon in place of her normal strike. In order to use this ability, the monk must have activated at least 1 successful blitz in the current turn. To use this blitz, the monk must expend 1 inspiration point. Her normal unarmed strike is replaced by a disarm attempt. However, the monk may choose whether to make a normal disarm check (with her Wisdom modifier added; see above) or use the result of a Martial Arts skill check as her disarm roll. The Improved Disarm feat applies equally to both choices. Using a Disarming Strike blitz never provokes attacks of opportunity.
Disarming Toss (Ex): A monk with 12 or more ranks in Martial Arts may improve upon her disarming strike. In order to use this blitz, the monk must have just successfully disarmed her opponent with the Disarming Strike blitz. To use this blitz, the monk must expend 1 inspiration point. She may immediately make a ranged attack against a target within 10ft. The weapon she takes from her opponent, instead of falling on the ground, is thrown at the target chosen. If the attack is successful, the weapon deals its normal damage, and falls on the ground in the square where the monk threw it. Using this blitz is a free action.
Sweeping Strike (Ex): A monk with 14 or more ranks in Martial Arts may attempt to knock her opponent off their feet in place of her normal strike. In order to use this ability, the monk must have activated at least 1 successful blitz in the current turn. To use this blitz, the monk must expend 1 inspiration point. Her normal unarmed strike is replaced by a trip attempt. However, the monk may choose whether to make a normal trip attempt (with her Wisdom modifier added; see above) or use the result of a Martial Arts skill check as her trip roll. The Improved Trip feat applies equally to both choices. A Sweeping Strike blitz never provokes attacks of opportunity.
Heavy Blow (Ex): A monk with 16 or more ranks in Martial Arts may improve upon her sweeping strike by using gravity to smash her foe into the earth. In order to use this blitz, the monk must have just successfully tripped her opponent with the Sweeping Strike blitz. To use this blitz, the monk must expend 1 inspiration point. The successful trip deals additional damage to the opponent as if they had fallen from a height. The monk must make a Martial Arts check. The opponent takes additional damage as if they had fallen a distance in ft. equal to the result of the check. Thus, a monk who rolls a 32 on their Martial Arts check deals an additional 3d6 damage with the trip, as if the opponent had fallen 32ft. Feather fall and other such protections also protect against this attack. Using this blitz is a free action.
Cobra Coils (Ex): A monk with 18 or more ranks in Martial Arts may deal great damage as her limbs constrict on a foe she has pinned. In order to use this blitz, the monk must have successfully used the Instant Pin blitz to pin her opponent. To use this blitz, the monk must expend 1 inspiration point. The opponent automatically takes damage equal to the result of the monk’s Martial Arts skill check. This extra damage depends on the monk’s knowledge of various bodily structures and pathways, and thus has no effect on an opponent without a discernable anatomy, such as an ooze, an elemental, or an undead. Using this ability is a swift action.
Fists of Ages (Su): A monk with 20 or more ranks in Martial Arts may draw upon her vast experience and ancestral power to deliver deadly blows with her bare fists. To use this blitz, the monk must expend 1 inspiration point. The attack automatically overcomes all damage reduction and regeneration. In addition, if the attack hits, the target receives additional damage equal to the twice the monk’s class level. Using this ability is a free action, and applies to 1 attack.
Alternatively, the monk may choose to forgo deadly damage in favor of precision. She may choose not to deal any additional damage with the strike, but to resove it as a melee touch attack.
Deathblow (Ex): A monk with 22 or more ranks in Martial Arts holds the power of life and death in her fists. In order to use this ability, the monk must have activated at least 3 successful blitzes in the current turn, and her foe must be grappled or pinned by her. To use this blitz, the monk must expend 1 inspiration point. Her normal unarmed strike is replaced by a Martial Arts skill check. Her grappled opponent must make a Fortitude saving throw with a DC equal to the result of the check. If the saving throw fails, the enemy instantly dies. This blitz only works against enemies with discernable anatamies, and thus has no effect on such creatures as oozes, elementals, or undead.
Fast Movement (Ex): At 2nd level, a monk’s speed increases by 10ft. for all modes of transportation. This does not allow her to gain a form of transportation which she did not already posess.
Armor of Ages (Su): By drawing upon her vast training and ancestral power, a monk of 3rd level or higher may defend herself more effectively if she needs to. By spending 1 inspiration point, she may add her Wisdom modifier to her Armor Class as a dodge bonus until her next turn. Using this ability is a free action.
Lightning Awareness (Ex): Starting at 5th level, the monk gains an innate sense of her surroundings. She adds her Wisdom modifier as a miscellaneous bonus to Initiative checks, as well as her Hide and Move Silently skills.
Combat Awareness (Ex): Starting at 7th level, the monk may take a moment of calm in the battle to reassess the situation. Once per day as a full-round action that provokes attacks of opportunity, the monk may regain a number of inspiration points equal to her Wisdom modifier. Every 4 levels thereafter, the monk may use this ability 1 additional time per day.
Improved Armor of Ages (Su): Starting at 13th level, the monk no longer needs to activate her ancestral power. She always gains her Wisdom modifier as a dodge bonus to her Armor Class.
”Weapon? I am the weapon.”
- Victoria Soulwhite, human monk
The monk is devoted to improving herself and honing her combat abilities. Rather than waving around weapons and dressing up in armor, she instead focuses inwards and shapes her body into a perfect fighting machine. A monk learns many styles of fighting more complex than most fighters through constant training and practice, and by drawing upon the combat prowess of monks long forgotten.
Martial Arts (Wis)
The Martial Arts skill allows a monk to draw upon her knowledge of many styles of fighting in order to use special tactics in battle.
Check: The Martial Arts skill is used in conjunction with a monk’s blitz class feature.
Action: Varies. For more information, check the apropriate monk blitz ability.
Try Again: No. In order to retry a Martial Arts check, a monk must attempt the blitz again.
Synergy: If you have 5 or more ranks in Martial Lore or Perform (weapons drill), you get a +2 bonus on Martial Arts checks.
If you have 5 or more ranks in Martial Arts, you get a +2 bonus on Concentration checks.
Hit Die: d10
Skill Points: (4 + Int modifier per level, x4 at 1st level) .
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana/religion) (Int), Listen (Wis), Martial Arts (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Starting Gold: 5d4 x 10 gp (120 gp).
Starting Age: As wizard.
The Monk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Inspiration Points|Special
1st|
+1|
+2|
+0|
+2|2|Inspiration, unarmed strike, blitz (fists of steel)|
2nd|
+2|
+3|
+0|
+3|3|Fast movement
3rd|
+3|
+3|
+1|
+3|3|Armor of ages
4th|
+4|
+4|
+1|
+4|3|Blitz (cobra snare)
5th|
+5|
+4|
+1|
+4|4|Lightning awareness
6th|
+6/+1|
+5|
+2|
+5|4|Blitz (instant pin)
7th|
+7/+2|
+5|
+2|
+5|4|Combat awareness 1/day
8th|
+8/+3|
+6|
+2|
+6|5|Blitz (disarming strike)
9th|
+9/+4|
+6|
+3|
+6|5|Chain bonus +2
10th|
+10/+5|
+7|
+3|
+7|5|Blitz (disarming toss)
11th|
+11/+6/+1|
+7|
+3|
+7|6|Combat Awareness 2/day
12th|
+12/+7/+2|
+8|
+4|
+8|6|Blitz (sweeping strike)
13th|
+13/+8/+3|
+8|
+4|
+8|6|Improved armor of ages
14th|
+14/+9/+4|
+9|
+4|
+9|7|Blitz (heavy blow)
15th|
+15/+10/+5|
+9|
+5|
+9|7|Combat Awareness 3/day
16th|
+16/+11/+6/+1|
+10|
+5|
+10|7|Blitz (cobra coils)
17th|
+17/+12/+7/+2|
+10|
+5|
+10|8|Chain bonus +3
18th|
+18/+13/+8/+3|
+11|
+6|
+11|8|Blitz (fists of ages)
19th|
+19/+14/+9/+4|
+11|
+6|
+11|8|Combat Awareness 4/day
20th|
+20/+15/+10/+5|
+12|
+6|
+12|10|Blitz (deathblow)
[/table]
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiencies: Monks are not proficient with any weapons. They are proficient with light armor but not with shields.
Inspiration: The monk trains in many styles, which allows her to draw upon a vast body of combat knowledge in battle. To represent this seemingly random body of martial arts lore, a monk gains inspiration points that she can spend to activate her abilities. At the beginning of each encounter, she gains a number of inspiration points determined by her level (see Table: The Monk, above). If a monk has inspiration from another class, the two classes stack to determine the inspiration points available to the monk.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Blitz: A monk uses her martial training to activate special moves in combat. Each of these abilities requires a minimum monk level and a minimum number of ranks in the Martial Arts skill to qualify; if a monk does not have enough ranks in the Martial Arts skill, she does not gain the blitz ability until she acquires the needed ranks. A monk may only use a blitz if she is unarmed, wearing light armor or less, and is carrying a light load.
Activating a blitz replaces or enhances one of a monk’s attacks in a round. However, a monk may only activate multiple blitzes in the same round if all of the previous blitzes have succeeded. Therefore, if a monk fails to strike with her fists of steel on her first attack, she may not attempt a cobra snare on her second attack.
If a monk activates more than 1 blitz in a round, each subsequent blitz activated gains a cumulative +1 bonus on any Martial Arts skill check involved in the blitz. At 9th level this bonus increases to +2, and at 18th level this bonus increases to +3.
Activating a blitz, regardless of which one, grants a bonus to the attack roll (if applicable) equal to the monk’s Wisdom modifier.
Fists of Steel (Ex): A monk with 3 or more ranks in Martial Arts may draw upon her combat knowledge to deliver deadly blows with her bare fists. To use this blitz, the monk must expend 1 inspiration point. The attack automatically overcomes damage reduction/piercing or slashing. In addition, if the attack hits, the target receives additional damage equal to the monk’s class level. Using this ability is a free action, and applies to 1 attack.
Cobra Snare (Ex): A monk with 6 or more ranks in Martial Arts may attempt a powerful grapple in place of her normal strike. To use this blitz, the monk must expend 1 inspiration point. Her normal unarmed strike is replaced by a grapple attempt. However, the monk may choose whether to make a normal grapple check (with her Wisdom modifier added; see above) or use the result of a Martial Arts skill check as her grapple roll. This blitz has no effect if the enemy is already grappled. The Improved Grapple feat applies equally to both choices. Using a Cobra Snare blitz never provokes an attack of opportunity.
Instant Pin (Ex): A monk with 8 or more ranks in Martial Arts may instantly knock her opponent prone after using her Cobra Snare blitz. In order to use this blitz, the monk must have already successfully grappled her opponent with the Cobra Snare blitz in the same round. To use this blitz, a monk must expend 1 inspiration point. She may immediately make a second grapple attempt against the grappled opponent. For this check she must make a Martial Arts skill check, and may not choose to make a normal grapple check. If she is successful, the opponent is instantly pinned by her. Using this blitz is a free action.
Disarming Strike (Ex): A monk with 10 or more ranks in Martial Arts may attempt to rid her foe of their weapon in place of her normal strike. In order to use this ability, the monk must have activated at least 1 successful blitz in the current turn. To use this blitz, the monk must expend 1 inspiration point. Her normal unarmed strike is replaced by a disarm attempt. However, the monk may choose whether to make a normal disarm check (with her Wisdom modifier added; see above) or use the result of a Martial Arts skill check as her disarm roll. The Improved Disarm feat applies equally to both choices. Using a Disarming Strike blitz never provokes attacks of opportunity.
Disarming Toss (Ex): A monk with 12 or more ranks in Martial Arts may improve upon her disarming strike. In order to use this blitz, the monk must have just successfully disarmed her opponent with the Disarming Strike blitz. To use this blitz, the monk must expend 1 inspiration point. She may immediately make a ranged attack against a target within 10ft. The weapon she takes from her opponent, instead of falling on the ground, is thrown at the target chosen. If the attack is successful, the weapon deals its normal damage, and falls on the ground in the square where the monk threw it. Using this blitz is a free action.
Sweeping Strike (Ex): A monk with 14 or more ranks in Martial Arts may attempt to knock her opponent off their feet in place of her normal strike. In order to use this ability, the monk must have activated at least 1 successful blitz in the current turn. To use this blitz, the monk must expend 1 inspiration point. Her normal unarmed strike is replaced by a trip attempt. However, the monk may choose whether to make a normal trip attempt (with her Wisdom modifier added; see above) or use the result of a Martial Arts skill check as her trip roll. The Improved Trip feat applies equally to both choices. A Sweeping Strike blitz never provokes attacks of opportunity.
Heavy Blow (Ex): A monk with 16 or more ranks in Martial Arts may improve upon her sweeping strike by using gravity to smash her foe into the earth. In order to use this blitz, the monk must have just successfully tripped her opponent with the Sweeping Strike blitz. To use this blitz, the monk must expend 1 inspiration point. The successful trip deals additional damage to the opponent as if they had fallen from a height. The monk must make a Martial Arts check. The opponent takes additional damage as if they had fallen a distance in ft. equal to the result of the check. Thus, a monk who rolls a 32 on their Martial Arts check deals an additional 3d6 damage with the trip, as if the opponent had fallen 32ft. Feather fall and other such protections also protect against this attack. Using this blitz is a free action.
Cobra Coils (Ex): A monk with 18 or more ranks in Martial Arts may deal great damage as her limbs constrict on a foe she has pinned. In order to use this blitz, the monk must have successfully used the Instant Pin blitz to pin her opponent. To use this blitz, the monk must expend 1 inspiration point. The opponent automatically takes damage equal to the result of the monk’s Martial Arts skill check. This extra damage depends on the monk’s knowledge of various bodily structures and pathways, and thus has no effect on an opponent without a discernable anatomy, such as an ooze, an elemental, or an undead. Using this ability is a swift action.
Fists of Ages (Su): A monk with 20 or more ranks in Martial Arts may draw upon her vast experience and ancestral power to deliver deadly blows with her bare fists. To use this blitz, the monk must expend 1 inspiration point. The attack automatically overcomes all damage reduction and regeneration. In addition, if the attack hits, the target receives additional damage equal to the twice the monk’s class level. Using this ability is a free action, and applies to 1 attack.
Alternatively, the monk may choose to forgo deadly damage in favor of precision. She may choose not to deal any additional damage with the strike, but to resove it as a melee touch attack.
Deathblow (Ex): A monk with 22 or more ranks in Martial Arts holds the power of life and death in her fists. In order to use this ability, the monk must have activated at least 3 successful blitzes in the current turn, and her foe must be grappled or pinned by her. To use this blitz, the monk must expend 1 inspiration point. Her normal unarmed strike is replaced by a Martial Arts skill check. Her grappled opponent must make a Fortitude saving throw with a DC equal to the result of the check. If the saving throw fails, the enemy instantly dies. This blitz only works against enemies with discernable anatamies, and thus has no effect on such creatures as oozes, elementals, or undead.
Fast Movement (Ex): At 2nd level, a monk’s speed increases by 10ft. for all modes of transportation. This does not allow her to gain a form of transportation which she did not already posess.
Armor of Ages (Su): By drawing upon her vast training and ancestral power, a monk of 3rd level or higher may defend herself more effectively if she needs to. By spending 1 inspiration point, she may add her Wisdom modifier to her Armor Class as a dodge bonus until her next turn. Using this ability is a free action.
Lightning Awareness (Ex): Starting at 5th level, the monk gains an innate sense of her surroundings. She adds her Wisdom modifier as a miscellaneous bonus to Initiative checks, as well as her Hide and Move Silently skills.
Combat Awareness (Ex): Starting at 7th level, the monk may take a moment of calm in the battle to reassess the situation. Once per day as a full-round action that provokes attacks of opportunity, the monk may regain a number of inspiration points equal to her Wisdom modifier. Every 4 levels thereafter, the monk may use this ability 1 additional time per day.
Improved Armor of Ages (Su): Starting at 13th level, the monk no longer needs to activate her ancestral power. She always gains her Wisdom modifier as a dodge bonus to her Armor Class.