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MonkModifier

For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Alignment: Any Lawful

Hit Die: Moyen

Saves: Fortitude (Bon) , Reflex (Bon) , Will (Bon)

Base Attack Bonus : Moyen

Starting Gold: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: ???

Skill Ranks at Each Level: Bon

Skills: The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).


The Monk
Level Special
1 Ki Pool, Ki Power, Flurry of Blows, Unarmed Strike, Martial Powers, Way, Philosophy
2 Ki Power
3 Ki Power, Way of the Beast
4 Ki Power
5 Ki Power
6 Ki Power, Way of the Beast
7 Ki Power
8 Ki Power
9 Ki Power, Way of the Beast
10 Ki Power
11 Ki Power
12 Ki Power, Way of the Beast
13 Ki Power
14 Ki Power
15 Ki Power, Way of the Beast
16 Ki Power
17 Ki Power
18 Ki Power, Way of the Beast
19 Ki Power
20 Ki Power, Perfect Self


Class FeaturesModifier

All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with all simple weapons plus the handaxe, kama, kukri, nunchaku, sai, shortsword (Wakizashi), shuriken, siangham and spiked chain. Monks are not proficient with any armor or shields. Monks have the Unarmored Defensive Style.

Unarmed Strike : 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 to deal 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.

Monk Unarmed Damage
Level Small Size Medium Size Large Size
1-3 1d4 1d6 1d8
4-7 1d6 1d8 2d6
8-11 1d8 2d6 2d8
12-15 2d6 2d8 3d6
16-19 2d8 3d6 4d6
20+ 3d6 4d6 5d6

Ki Pool (Su) The Monk gains a pool of Ki Points, supernatural energy he can use to accomplish amazing things. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as is Ki Pool is not empty he nay use it on some of is monk abilities. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows when performing an attack or a full attack action, or as part of a charge. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons, although she may use them interchangeably as desired. When flurrying with a weapon, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls, whether she wields a weapon in one or both hands. By using 1 Ki Pts the Monk can perform a better Flurry as shown in the table below. A Flurry of Blows cannot be combined with Two-weapon Fighting or Multiattack.

Flurry of Blows
Level Flurry Ki Flurry
1 +1/+1 +1/+1/+1
2 +2/+2 +2/+2/+2
3 +3/+3 +3/+3/+3
4 +4/+4 +4/+4/+4
5 +5/+5 +5/+5/+5
6 +6/+6/+1 +6/+6/+6/+1
7 +7/+7/+2 +7/+7/+7/+2
8 +8/+8/+3 +8/+8/+8/+3
9 +9/+9/+4 +9/+9/+9/+4
10 +10/+10/+5 +10/+10/+10/+10/+5
11 +11/+11/+6/+6 +11/+11/+11/+6/+6
12 +12/+12/+7/+7 +12/+12/+12/+12/+7/+7
13 +13/+13/+8/+8 +13/+13/+13/+13/+8/+8
14 +14/+14/+9/+9 +14/+14+14/+14/+9/+9
15 +15/+15/+10/+10 +15/+15/+15/+15/+10/+10
16 +16/+16/+11/+11/+11 +16/+16/+16/+16/+11/+11/+11
17 +17/+17/+12/+12/+12 +17/+17/+17/+17/+12/+12/+12
18 +18/+18/+13/+13/+13 +18/+18/+18/+18/+13/+13/+13
19 +19/+19/+14/+14/+14 +19/+19/+19/+19/+14/+14/+14
20 +20/+20/+15/+15/+15 +20/+20/+20/+20/+20/+15/+15/+15

Ki Power (Su) Each level the Monk can choose a Ki Power. Starting at level 12 he can start choosing from the Advanced Ki Power list if he prefer.

Philosophy (Ex) The monk chooses a philosophy to follow. This philosophy grants her the ability to harness her power to advance her cause. Once a philosophy is chosen, the decision is permanent and may not be changed. Philosophy are not tie to a specific alignment you can have Lawful Evil monk who seek peace in the world so that is business continue to prosper.

  • Path of Harmonious Balance : A monk that follows the Path of Harmonious Balance seeks peace with the world. The monk exudes an aura of peace, forcing all creatures that make melee attacks against the monk to make a Will save (DC 10 + 1/2 the monk's class level + the monk's Primary Ability Score depending on is Path) or fail to proceed with the attack and deny the opponent the ability to make melee attacks against it (as the sanctuary spell, except it is constantly active). A successful Will save negates the benefit, and the benefit is negated for the remainder of the encounter if the monk engages in combat (by making a melee or ranged attack, casting a spell if it knows any, or executing any special combat maneuver except grappling or tripping, and the monk may not deal damage while grappling). By expending a 1 Ki Pts as a standard action, the monk may emit a burst of healing that cures all allies within 30 feet a number of hit points equal to is Primary Ability Score + 1d6 for every four monk levels
  • Path of Ineffable Dominion : A monk that follows the Path of Inevitable Dominion seeks to unify the world upon her discipline. The monk gains the frightful presence ability (as that of a dragon), but the save DC is equal to 10 + 1/2 the monk's class level + the monk's Primary Ability Score modifier and affects all creatures of a Challenge Rating equal or lower than the monk's level +2. By expending 1 Ki Pts as a swift action, whenever the monk makes a successful attack, the enemy must succeed on a Fortitude saving throw (DC equal to her frightful presence ability) or become fatigued; if the target becomes fatigued or exhausted, the monk gains a number of temporary hit points equal to 5+Primary Ability Score+the creature's Hit Dice, that last for a number of rounds equal to half her class level. These temporary hit points do not stack, but overlap. This benefit lasts for a number of rounds equal to half her class level.
  • Path of the Riddle of Equilibrium: A monk that follows the Path of Inevitable Equilibrium follows an inevitable axiom of the universe; good and evil cannot exist within each other. The monk is treated as if it were both good and evil for purposes of spells and effects that target alignment, regardless of actual alignment; in the case a spell varies based on alignment, the monk is treated as if it were of the most beneficial alignment (thus, a monk that follows this path may use weapons enchanted with the holy or unholy special quality without receiving negative levels). By expending a daily use of her ki power as a swift action as part of an attack, the target of the attack is subject to a targeted dispel magic effect as if cast by a cleric of the monk's class level, except there's no limit on the dispel check.

Ki PowerModifier

  • Combat Kata : Gain any one Combat Feat for which you meet the prerequisites.
  • Ki Adept : Gain any one Ki Feats for which you meet the prerequisites.
  • Mystic Monk : You gain the Practitioner feat but must choose Wisdom as your score and you may still gain this feat if you already have the ability to cast spells.
  • Ascetic Monk : You gain the Awakened feat but must choose Wisdom as your score and you may still gain this feat if you already have the ability to manifest powers.
  • Slow Fall (Ex or Su) : You reduce the damage from Falling by 5ft per Monk level and as long as their a Wall within reach, you never take falling damage. For 1 Ki Pts you gain the Benefit of the Feather Fall spell.
  • High Jump (Ex) : Add your monk level to all acrobatics checks made to jump. You are always considered to have a running start when jumping. Additionally, as long as there are at least two vertical surfaces within your routine jump distance, you gain a climb speed equal to your movement as you bounce between the walls, so long as you end each turn with an appropriate handhold. You may spend 1 Ki Pts to add a +20 bonus to a single jump check.
  • Purity of Body (Ex) : You gain immunity to all diseases.
  • Diamond Body (Ex) : You gain Immunity to all poisons.
  • Evasion (Ex) : Whenever you succeed on a Reflex saving throw against an effect that deals half its damage on a miss, you instead take no damage. A helpless monk does not benefit from this ability.
  • Mettle of Will (Ex) : Whenever you succeed on a Will saving throw against an effect that have a partial effect on a miss, you instead incurs no effect. A helpless monk does not benefit from this ability.
  • Mettle of Fortitude (Ex) : Whenever you succeed on a Fortitude saving throw against an effect that have a partial effect on a miss, you instead incurs no effect. A helpless monk does not benefit from this ability.
  • Still Mind (Ex) : You gain a +2 bonus to Will saving throws. You may use 1 Ki Pts to increase the bonus by another +2 for 1 round.
  • Flowing Body (Ex) : You gain a +2 bonus to Reflex saving throws. You may use 1 Ki Pts to increase the bonus by another +2 for 1 round.
  • Strong Heart (Ex) : You gain a +2 bonus to all Fortitude saving throws You may use 1 Ki Pts to increase the bonus by another +2 for 1 round.
  • Fast Movement (Ex) : You gain a bonus to your movement speed equal to 10ft per three monk levels. You may use 1 Ki Pts to move your up to your speed as a Swift action.
  • Tongue of the Sun and Moon (Ex) : You can speak with any living creature. You may use 1 Ki Pts to gain a Competence bonus of 1/2 Monk level when making Bluff, Intimidate, Diplomacy or Knowledges checks.
  • Ki Strike (Su) : The Monk unarmed attacks are treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level. At 10th level, his unarmed attacks are also treated as Lawful weapons for the purpose of overcoming damage reduction. At 15th level, his unarmed attacks are treated as Adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. You may use 1 Ki Pts to Ignore 1 Pts of Any Damage Reduction (except DR x/--) per Monk level for 1 round.
  • Wholeness of Body (Su): A monk can heal her own wounds. She can heal a number of hit points of damage equal to her monk level + her Wisdom modifier, and she can spread this healing out among several uses. By spending 1 Ki Pts while using this ability you heal for double the normal amount.
  • Eye of the Mind (Ex or Su) : You are treated as having Low-light Vision (x2) and Darkvision 60 feet. If you use 1 Ki Pts you gain Blindsense 30ft for 1 minutes per monk level.
  • Art of the Deadly Wind (Ex) : When the monk uses a Dart, a Sling, or a Shuriken, the monk deals damage with the weapon as if she was using an unarmed strike, but of a monk of her level -3 (minimum 1d4 for medium monk). As well, her range increment is equal to 20ft +5ft / Monk level. if it doesn’t have that range increment already
  • Unburdened Path (Su) : For 1 Ki Pts you act as if you had the spell Freedom of Movement cast on you for 1 round.
  • Resilient Body (Su) : You gain a Resistance of 1 per Monk level to your Element. By using 1 Ki Pts you double your Resistance for 1 round per monk level.
  • Deadly Weapons (Ex) : The Damage of your Monk Weapons is the same as the Unarmed Damage of a monk of your level -3. By using 1 Ki Pts you gain special power using that weapon (See each weapons)
  • Walk the River and the Clouds (Ex or Su) : A monk is capable of leaping and moving with such grace that she seems to move through the air. The monk may move upon any kind of liquid, such as water or even acid, without sinking, up to her base land movement speed. Treat as the Water Walk spell, except the duration is permanent but she must end her movement in a solid surface. If she walks upon acid or lava, she still takes damage because of exposure to them. By using 1 Ki Pts , The Monk does not need to retain concentration while moving over a liquid or through the air, but only for a number of minutes equal to 10 per class level of the monk.
  • Maneuver Training (Ex) : A monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally. By using 1 Ki Pts you gain your Primary Ability Score bonus on your Combat Maneuver check for 1 round.
  • Stunning Fist (Su) : You gain the Stunning Fist feat even if you dont meet the requirement.
  • Aligning the Heavens (Su) : All of your Attack deal +1d6 Cold Damage. By using 1 Ki Pts All allies within 30ft gain a +1 Bonus to Caster, Manifester, Initiator or Meldshaper level for 1 round. Can only be chosen by Monk following the Way of Water.
  • Difficulty at the Beginning (Su) : All of your Attack deal +1d6 Cold Damage. By using 1 Ki Pts All allies within 30ft are affected by Lesser Restoration. Can only be chosen by Monk following the Way of Water.
  • Winter's Chill (Su) : All of your Attack deal +1d6 Cold Damage. By using 1 Ki Pts all ennemies you succesfully hit have their Reflex Save reduce by -1 per Intelligence Bonus you have for 1 round. Can only be chosen by Monk following the Way of Water.
  • All-Consuming Flame (Su) : All of your Attack deal +1d6 Fire Damage. By using 1 Ki Pts When you hit someone using your Unarmed Strike or a Monk Weapons the opponent must make a Reflex Save (DC 10 + 1/2 Monk level + Strength) or Catch Fire. Can only be chosen by Monk following the Way of Fire.
  • Restoring the Balance (Su) : All of your Attack deal +1d6 Fire Damage. By using 1 Ki Pts All allies within 30ft received the benefit of the Remove Curse spell. Can only be chosen by Monk following the Way of Fire.
  • Walk the Sun (Su) : All of your Attack deal +1d6 Fire Damage. By using 1 Ki Pts All allies within 30ft received the benefit of the Heroism spell for 1 round. Can only be chosen by Monk following the Way of Fire.
  • Dance of the Clouds (Su) : All of your Attack deal +1d6 Electriicty Damage. By using 1 Ki Pts All allies within 30ft gain 20% Concealment. Can only be chosen by Monk following the Way of Air.
  • Lifting the Veil (Su) : All of your Attack deal +1d6 Electriicty Damage. By using 1 Ki Pts All allies within 30ft received the benefit of the Remove Blindness/Deafness spell. Can only be chosen by Monk following the Way of Air.
  • Static Charge (Su) : All of your Attack deal +1d6 Electriicty Damage. By using 1 Ki Pts All ennemies you succesfully hit have thier Will Save reduce by -1 per Wisdom Bonus you have for 1 round . Can only be chosen by Monk following the Way of Air.
  • Grasp of the Earth Dragon (Su) : All of your Attack deal +1d6 Acid Damage. By using 1 Ki Pts All allies within 30ft gain immunity to Daze, Stun and Sleep for 1 round. Can only be chosen by Monk following the Way of Earth.
  • Porous Soul (Su) : All of your Attack deal +1d6 Acid Damage. By using 1 Ki Pts All ennemies you succesfully hit have thier Fortitude Save reduce by -1 per Constitution Bonus you have for 1 round. Can only be chosen by Monk following the Way of Earth.
  • The Receptive Earth (Su) : All of your Attack deal +1d6 Acid Damage. By using 1 Ki Pts All allies within 30ft received the benefit of a Remove Disease or Neutralize Poison spell. Can only be chosen by Monk following the Way of Earth.
  • Abundant Step (Ex or Su): A monk can move to half her land speed as a free action once per round. She may not use a 5-foot step in the same round she uses this ability. Her movement while using this ability is affected as usual, except she does not provoke an attack of opportunity when moving out of a threatened space. She may also use the Balance, Jump and Tumble skills as part of this movement. By using 1 Ki Pts you may Teleport up to twice your Base Land Speed as a move action.
  • Defensive Mastery : Each of the monk's saving throws augment to Excellent instead of Good. You may use 1 Ki Pts to gain a +2 Bonus to All Saves for 1 round.
  • Premonition (Su) : Learn a divination spell. You may only learn it if a druid, bard, cleric or wizard of the same level as you can learn it, and if your wisdom score is equal to at least 10+spell level. You may use this Spell by using 1 Ki Pts per Spell level. Treat your monk level as your caster level. You may choose this Ki Power more than once, each time you choose another diviation spell.
  • Inner Reserves: You can hold your Breath for an number of additional rounds equal to your Primary Ability Score. By using a Ki Pts you can stay in an airless environment without penalty for 1 minute.
  • Cover Ally (Ex) : Once per round as a Immediate action when and ally within 5 ft. would be struck by a melee or ranged attack, the monk can choose to suffer the effects of the attack. The monk must choose to cover the ally before the effects of the attack are determined (i.e., before damage is rolled, saving throws are called for, etc.). By using 1 Ki Pts you can move up to half your base speed instead of just 5ft.
  • Ki Recovery (Ex) : When a monk confirms a critical hit with an unarmed strike or monk weapon, or reduces an enemy to 0 HP or lower with an unarmed strike or monk weapon in the heat of combat, she recovers a ki point.

Advanced Ki PowerModifier

  • Improved Evasion : You only take half damage on a failed reflex save. A helpless monk does not benefit from this ability. You must first have the Evasion and Flowing Body ki power before selecting this.
  • Improved Mettle of Will : You only take Partial Effect on a failed Will save. A helpless monk does not benefit from this ability. You must first have the Mettle of Will and Still Mind ki power before selecting this.
  • Improved Mettle of Fortitude : You only take Partial Effect on a failed Fortitude save. A helpless monk does not benefit from this ability. You must first have the Mettle of Fortitude and Strong Heart ki power before selecting this.
  • Double Jump : The DC of all jump checks you make are halved. The DC for all vertical jumps becomes the same as the DC for horizontal jumps. By using 1 Ki Pts, you may end your turn in mid-jump and continue to make jump checks while in the air. You must first have the High Jump ki power before selecting this power.
  • Improved Eye of the Mind (Ex or Su) : You are treated as having Low-light Vision (x3), Darkvision 120 feet and Blindsense 60ft. If you use 1 Ki Pts you gain Blindsight 30ft for 1 minutes per monk level. You must first have the Eye of the Mind ki power before selecting this power.
  • Improved Unburdened Path (Su) : For 1 Ki Pts you act as if you had the spell Freedom of Movement cast on you for 1 round per 2 monk level instead of just one round. You must first have the Unburdened Path ki power before selecting this power.
  • Improved Resilient Body (Su) : You gain immunity to your Element. And a Resistance of 1 per 2 monk level against 2 others depending on your way. By using 1 Ki Pts you double your Resistances for 1 round per monk level. You must first have the Resilient Body ki power before selecting this power.
  • Improved Walk the River and the Clouds (Su) : she gains the ability to move throughout the air as if she was walking on land. Treat as the air walk spell, except the duration is permanent but she must end her movement in a solid surface. She may remain aloft by concentrating as a move action, if she desires, or by grappling a flying creature (in which case she remains aloft so as long as the creature remains on the air). If the monk has the ability to levitate (such as by means of the levitate spell), she can remain aloft so as long as the effect remains, and she may move using this ability as usual. If she desires, the monk may instead make a Balance check (instead of concentrating) before moving to remain afloat or aloft, but only to half her base land speed; the skill check DC to succeed is 25 for liquids and 30 for air. The monk may accept a -10 penalty on both checks to move up to her full speed instead. A failed check still allows the monk to concentrate as a move action to remain afloat, as usual. By using 1 Ki Pts , The Monk does not need to retain concentration while moving over a liquid or through the air, but only for a number of minutes equal to 10 per class level of the monk. You must first have the Walk the River and the Clouds ki power before selecting this power.
  • Improved Tongue of the Sun and Moon (Ex) : You gain a permanent Tongues effect. By using 1 Ki Pts you gain a Telepathy with a range of 10ft per monk level for 1 round per 2 monk level. You must first have the Tongue of the Sun and Moon ki power before selecting this power.
  • Improved Wholeness of Body (Su) : You gain Fast Healing 1 at all time. You can use 1 Ki Pts to gain the benefit of the Restoration spell. You must first have the Wholeness of Body ki power before selecting this power.
  • Improved Purity of Body (Su) : You can Detect Disease at will. By using 1 Ki Pts you may cast Cure Disease on the touched creature. You must first have the Purity of Body ki power before selecting this power.
    Improved Diamond Body (Su) : You can Detect Poison at will. By using 1 Ki Pts you may cast Neutralize Poison on the touched creature. You must first have the Diamond Body ki power before selecting this power.
  • Improved Aligning the Heavens (Su) : The effect now persist for 1 round per 2 monk level and the effect is Doubled
  • Improved Difficulty at the Beginning (Su) : Now your allies are affected as per the Restoration spell.
  • Improved Winter's Chill (Su) : The effect now persist for 1 round per 2 monk level.
  • Improved All-Consuming Flame (Su) : The Fire damage they received for beeing in fire per round is now equal to the monk Unarmed damage.
  • Improved Restoring the Balance (Su) : All allies affected are also immune to Curses effects for 1 round per 2 monk level.
  • Improved Walk the Sun (Su) : The effect now persist for 1 round per 2 monk level and the effect is Doubled
  • Improved Dance of the Clouds (Su) : The effect now persist for 1 round per 2 monk level and the effect is Doubled
  • Improved Lifting the Veil (Su) : All allies affected are also immune to the privation of their senses for 1 round per 2 monk level.
  • Improved Static Charge (Su) : The effect now persist for 1 round per 2 monk level.
  • Improved Grasp of the Earth Dragon (Su) : The effect now persist for 1 round per 2 monk level.
  • Improved Porous Soul (Su) : The effect now persist for 1 round per 2 monk level.
  • Improved The Receptive Earth (Su) : All allies affected are also immune to Disease and Poison for 1 round per 2 monk level.
  • Diamond Body (Su) : The Monk gain a Damage Reduction of 1 per monk level bypassed by Magic or Chaotic. By using 1 Ki Pts you increase your Damage Reduction by 50% round up for 1 round per 2 monk level.
  • Ki Blast : You can project your spiritual energy as a destructive wave of force. You may make a ki blast in either a burst (20 feet), cone (40 feet) or line (80 feet) shape. Make a attack rolls and compare it against the AC of each target within the blast. Each target’s hit takes 1d6 Untyped Damage / 2 monk level with a Reflex Save fo Half.
  • Diamond Soul : You gain spell resistance equal to your monk level + 10. By using 1 Ki Pts your Spell Resistance increase by +1 per your Primary Ability score for 1 round per 2 monk level.
  • Timeless Body : You no longer takes penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Age bonuses still accrue, and the you still die of old age when your time is up. By using 3 Ki Pts as an immediate action, a monk may ignore the effects of any spell that affects the passage of time, but only for herself. For example, a monk that uses this ability may ignore the effects of temporal stasis, and may act as normal while under a time stop spell cast by another. The use of this ability is considered a supernatural ability.
  • Empty Body (Su) : A monk may expend 1 Ki Pts to gain the ability to assume an ethereal state, as though using the spell Etherealness, for a number of rounds equal to half her class level. While ethereal (through this ability or similar effects), a monk may attack creatures on the Material Plane using her unarmed strikes or special monk weapons. You must first have the Abundant Step power to select this.
  • Improved Retaliatory Strike (Ex) : When you use Cover Ally you can make one Attack of Opportunity against the opponent of your ally if he's within reach. Using your Ki Pts now let you move up to your base land speed. You must first have the Cover Ally ki power before selecting this power.

Martial ProwessModifier

Table: Monk
Level Initiator level Maneuvers Knowns Maneuvers Readied Stances
1st +1 2 1 1
2nd +2 3 1 1
3rd +3 3 2 1
4th +4 4 2 1
5th +5 4 2 1
6th +6 5 2 2
7th +7 5 3 2
8th +8 6 3 2
9th +9 6 3 2
10th +10 7 3 2
11th +11 7 4 3
12th +12 8 4 3
13th +13 8 4 3
14th +14 9 4 3
15th +15 9 5 3
16th +16 10 5 4
17th +17 10 5 4
18th +18 11 5 4
19th +19 11 6 4
20th +20 12 6 4

Maneuvers: The Monk begin is career with knowledge of two martial maneuver. The disciplines available to him are Setting Sun, Shadow Hand, Stone Dragon and Tiger Claw. He may also add 2 disciplines from this list and that he meet the requirements,

Once he know a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Monks is considered an extraordinary ability unless otherwise noted in it's description. The Monk maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiate one. He learn additional maneuvers at higher levers as shown on the table above. He must meet a maneuver's prerequisite to learn it. Upon reaching 4th level, and at every even-numbered Monk level thereafter, he can chose to learn a new maneuver in place of one he already know. The new maneuver may be of any level he can learn. He can swap only a single maneuver at any given level.

Maneuvers Readied: The Monk ready his maneuvers by exercising for 5 minutes. The maneuvers he chose remain readied until he decide to exercise again and change them. He do not need to sleep or rest for any long period of time to ready his maneuvers. The Monk begin every encounter with all is readied maneuvers unexpended, regardless of how much he may have used them since he chose them. When he initiate a maneuver he expend it for the current encounter. The Monk can recover one expended maneuver by spending a Standard Action to attack an opponent or he can recover all expended maneuvers by using a full-round action that provokes an attack of opportunity to voluntarily end a rage (he must be raging to recover maneuvers in this manner).

Stances Known: The Monk begin play with knowledge of one 1st level stance from any discipline open to Monks. At other levels he can chose additional stances. Unlike maneuvers, stances are not expended, and he do not have to ready them. All the stances he know 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 int he stance description.

Ex-MonksModifier

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.


Way of AirModifier

The monk that chooses the way of Air is fleet like the wind, developing a swift and deadly style.


  • When fighting with Monk Weapons you may use Dexterity instead of Strength for Attacks and Damage
  • You may use Dexterity instead of Strength when making Disarm or Trip check.
  • Slow Fall : You reduce Fall damage by another +5ft per Monk level
  • Still Mind : The Bonus increase to +3/+6 instead of +2/+4
  • Mettle of Will : If you succeed on your Save the spell is Reflected against the caster as per Spell Turning
  • Fast Movement : You move an extra +20ft when using the Ki Effect.
  • Wholeness of Body : When using the Ki effect you gain your Wisdom bonus as a Dodge bonus to AC for 1 rd + 1 round per 5 monk level.
  • Art of the Deadly Wind : You are considered to have Quick Draw with Dard, Sling and Shuriken.
  • Unburdened Path : The Duration increase to 2 rounds
  • Resilient Body : The Resistance is against Electricity
  • Walk of the River and the Clouds : You can walk on Clouds without falling.
  • Stunning Fist : Ennemy affected by your Stunning Fist must make a Will Save (DC 10 + 1/2 level + Wisdom) or be Paralyzed for 1 round.
  • Improved Resilient Body : The Immunity is against Electricity and you gain Resistance against Cold and Fire
  • Improved Walk of the River and the Clouds : The monk may remain floating in air and suffers no penalties because of strong winds.

Way of EarthModifier

The monk that chooses the way of Earth is strong like stone, developing a deadly style that allows for greater resilience.


  • You may use your Constitution instead of Wisdom for your Unarmored Defensive Style.
  • You may use your Constitution instead of Wisdom for your Ki Pool.
  • You may use your Constitution instead of Wisdom when using most Ki Power that depend on it.
  • You may use Constitution instead of Strength when making Grapple check.
  • Strong Heart : The Bonus increase to +3/+6 instead of +2/+4
  • Mettle of Fortitude : If you succeed on your Save the spell is Reflected against the caster as per Spell Turning
  • Ki Strike : When using the Ki effect you ignore even DR x / --
  • Wholeness of Body : You may use Constitution instead of Wisdom and when you use the Ki effect you gain Fourth time your Constitution modifier as Tempory Hit Points for 1 rd + 1 round per 5 monk level. or until depleted.
  • Eye of the Mind : You gain Tremorsense instead of Blindsense.
  • Art of the Deadly Wind : Your damage is equal to your Unarmed Damage (you dont have the -3 level penalty)
  • Resilient Body : The Resistance is against Acid
  • Walk of the River and the Clouds : You may walk on Acid without taking any damage
  • Stunning Fist : Ennemy affected by your Stunning Fist must make a Fortitude Save (DC 10 + 1/2 level + Constitution) or be Nauseated for 1/2 monk level rounds.
  • Diamond Body : Your Damage Reduction change from Magic or Chaotic to Adamantite of Chaotic.
  • Improved Eye of the Mind : You gain Tremorsense instead of Blindsense but still gain Blindsight
  • Improved Resilient Body : The Immunity is against Acid and you gain Resistance against Cold and Fire

Way of FireModifier

The monk that chooses the way of Fire focuses on overwhelming her enemy through sheer force, consuming her opponents as she passes.


  • You may use your Strength instead of Wisdom for your Unarmored Defensive Style.
  • You may use your Strength instead of Wisdom for your Ki Pool.
  • You may use your Strength instead of Wisdom when using most Ki Power that depend on it.
  • You add 150% of your Strength bonus to Damage when fighting Unarmed or using Monk Weapons (200% with Two-hand weapons)
  • Fast Movement : When using the Ki Effect you gain 20% Concealment for 1 round.
  • Wholeness of Body : You may use Strength instead of Wisdom and when you use the Ki effect you gain your Strength modifier as bonus on attack and damage with Monk weapond for 1 rd + 1 round per 5 monk level.
  • Art of the Deadly Wind :You can use Strength instead of Dexterity to Attack and Damage using Dart, Sling and Shuriken.
  • Resilient Body : The Resistance is against Fire
  • Walk of the River and the Clouds : You can walk on Fire of Lava without taking any damage.
  • Stunning Fist : Ennemy affected by your Stunning Fist must make a Reflex Save (DC 10 + 1/2 level + Strength) or Cath on Fire.
  • Abundant Step : When you use the Ki effect you release a 10ft burst of flames at your point of arrival dealing 1d6 Fire Damage per 2 monk level with a Reflex save for Half.
  • Improved Resilient Body : The Immunity is against Fire and you gain Resistance against Acid and Electricity

Way of WaterModifier

The monk that chooses the way of Water is constantly in motion, receding back and striking with greater strength once she returns.


  • You may use your Intelligence instead of Wisdom for your Unarmored Defensive Style.
  • You may use your Intelligence instead of Wisdom for your Ki Pool.
  • You may use your Intelligence instead of Wisdom when using most Ki Power that depend on it.
  • When fighting with Monk Weapons you may use Intelligence instead of Strength for Attacks and Damage
  • Flowing Body : The Bonus increase to +3/+6 instead of +2/+4
  • Evasion : If you succeed on your Save the spell is Reflected against the caster as per Spell Turning (you cannot reflect AoE spells such as Fireball unless directed at you)
  • Tongue of the Sun and Moon : ...
  • Wholeness of Body : You may use Intelligence instead of Wisdom and when you use the Ki effect you gain your Intelligence modifier as a bonus on all saves for 1 rd + 1 round per 5 monk level.
  • Eye of the Mind : Your Blindsense function even within a zone of Silence
  • Art of the Deadly Wind : You can use your Intelligence instead of Dexterity to Attack and Damage using Dart, Sling and Shuriken.
  • Unburdened Path : The Duration increase to 2 rounds
  • Resilient Body : The Resistance is against Cold
  • Walk of the River and the Clouds : You can walk on water without sinking unless you choose too.
  • Stunning Fist : Ennemy affected by your Stunning Fist must make a Reflex Save (DC 10 + 1/2 level + Intelligence) or be Slowed for 1/2 monk level rounds.
  • Diamond Soul : The Spell Resistance increase by +5
  • Improved Unburdened Path : The Duration increase to 1 round per monk level
  • Improved Resilient Body : The Immunity is against Cold and you gain Resistance against Acid and Electricity

Way of the BeastModifier

Each time you gain Way of the Beast you must select a Animal (Clan) and gain the power according to the amount of time you choose that Animal (Clan) up to a maximum of 4 time each.

Devious Predator [Scorpion] : The best hunters never reveal themselves until their prey is already within their grasp, or dead; the monk focuses her training into becoming undetectable.

  • I : The monk gains a +2 bonus to Stealth and Escape Artist checks. By expending a 1 Ki Pts, he may cast an Invisibility spell cast at her class level
  • II : The monk gains a +4 bonus to Stealth and Escape Artist checks. By expending a 1 Ki Pts, he may cast an Invisibility or Liberating Command spell cast at her class level
  • III : The monk gains a +6 bonus to Stealth and Escape Artist checks. By expending a 1 Ki Pts, he may cast an Greater Invisibility or Silence or Liberating Command spell cast at her class level
  • IV : The monk gains a +8 bonus to Stealth and Escape Artist checks. By expending a 1 Ki Pts, he may cast an Greater Invisibility or Silence or Liberating Command or Freedom of Movement spell cast at her class level


Elegant Crane [Crane] : The crane's natural elegance reinforces the monk's poise, instilling strength upon her words and weakening the mental resolve of her opponents.

  • I : The monk gains a +2 bonus on Diplomacy and Craft checks and the monk learn 1 extra language. By expending 1 Ki Pts, the monk may cast an Suggestion spell cast at her class level.
  • II : The monk gains a +4 bonus on Diplomacy and Craft checks and the monk learn 2 extra language. By expending 1 Ki Pts, the monk may cast an Suggestion or XXX spell cast at her class level.
  • III : The monk gains a +6 bonus on Diplomacy and Craft checks and the monk learn 3 extra language. By expending 1 Ki Pts, the monk may cast an Suggestion' or XXX' or XXX spell cast at her class level.
  • IV : The monk gains a +8 bonus on Diplomacy and Craft checks and the monk learn 4 extra language. By expending 1 Ki Pts, the monk may cast an Suggestion' or XXX ' or XXX ' or XXX spell cast at her class level.


Faithful Hound [Lion] : Much like the dog or the wolf, the monk's senses are capable of catching the most minuscule detail to alert her allies.

  • I : The monk gains a +2 bonus on all Perception and Sense Motive checks. By expending 1 Ki Pts, he gains the Scent quality for a number of minutes equal to 10 times her class level, and she may apply her bonuses to Perception on her Survival checks.
  • II : The monk gains a +4 bonus on all Perception and Sense Motive checks. He also gain Uncanny Dodge. By expending 1 Ki Pts, he gains the Scent quality for a number of minutes equal to 10 times her class level, and she may apply her bonuses to Perception on her Survival checks.
  • III : The monk gains a +6 bonus on all Perception and Sense Motive checks. He also gain Uncanny Dodge and the Alertness feat. By expending 1 Ki Pts, he gains the Scent quality for a number of minutes equal to 10 times her class level, and she may apply her bonuses to Perception on her Survival checks.
  • IV : The monk gains a +8 bonus on all Perception and Sense Motive checks. He also gain Improved Uncanny Dodge and the Alertness feat. By expending 1 Ki Pts, he gains the Scent quality for a number of minutes equal to 10 times her class level, and she may apply her bonuses to Perception on her Survival checks. All allies within 30ft also gain the benefit of is Alertness feat.


Graceful Swan [Mantis] : The swan masters air, water and even ground with incomparable grace; the monk likewise masters combat and grace whether in firm ground or in flowing water.

  • I : The Monk gains a +2 bonus on all Swim and Profession checks. When holding her breath, the monk adds her ranks in Concentration, any bonus to Concentration checks, and twice the bonus to Constitution checks; may make Concentration checks instead of Constitution checks after said period, and she may battle underwater without losing rounds of air. By expending 1 Ki Pts as a swift action, the monk gains the effect of a Water Breathing spell cast at her class level and a swim speed equal to half her base land speed for the same amount of time.
  • II : The Monk gains a +4 bonus on all Swim and Profession checks. When holding her breath, the monk adds twice her ranks in Concentration, any bonus to Concentration checks, and twice the bonus to Constitution checks; may make Concentration checks instead of Constitution checks after said period, and she may battle underwater without losing rounds of air. By expending 1 Ki Pts as a swift action, the monk gains the effect of a Water Breathing spell that also extend to allies within 30ft cast at her class level and a swim speed equal to her base land speed for the same amount of time.
  • III : The Monk gains a +6 bonus on all Swim and Profession checks. When holding her breath, the monk adds thrice her ranks in Concentration, any bonus to Concentration checks, and twice the bonus to Constitution checks; may make Concentration checks instead of Constitution checks after said period, and she may battle underwater without losing rounds of air. You always have a Swim speed of at least half your base land speed. By expending 1 Ki Pts as a swift action, the monk gains the effect of a Water Breathing spell that also extend to allies within 30ft cast at her class level and a swim speed equal to 150% of her base land speed for the same amount of time.
  • IV : The Monk gains a +8 bonus on all Swim and Profession checks. When holding her breath, the monk adds forth time her ranks in Concentration, any bonus to Concentration checks, and twice the bonus to Constitution checks; may make Concentration checks instead of Constitution checks after said period, and she may battle underwater without losing rounds of air. You always have a Swim speed of at least half your base land speed. By expending 1 Ki Pts as a swift action, the monk gains the effect of a Water Breathing spell that also extend to allies within 30ft cast at her class level and a swim speed equal to twice her base land speed for the same amount of time. Finally you are always under the effect of a Freedom of Movement spell while under water and under the effect of your Water Breathing spell.


Leaping Dragon [Dragon] : The dragon does not leap, but when taking flight, it impulses towards the air with unearthly grace, and soars upon the air as a lance thrust towards the heavens; in such way, the monk emulates the dragon's supremacy over air.

  • I : The monk gains a +2 bonus on Jump and Tumble checks and is always considered as making a running leap, even if she does not run; if she does, she gains a +12 bonus on the Jump check. If she makes a Jump check as part of a charge she adds 2 points of damage to the Charge attack. By expending 1 Ki Pts as a swift action whenever she is 10 ft. over the ground, the monk gains the benefit of the [ Levitate ] pell at her class level, except she cannot move vertically or horizontally except as part of a Jump check or allowing herself to fall. A monk following the way of the Leaping Dragon that gains the ability to walk in air (see Walk the River and the Clouds, below) may activate her levitating ability and her air-walking ability by expending only 1 daily use of ki (instead of two).
  • II : The monk gains a +4 bonus on Jump and Tumble checks and is always considered as making a running leap, even if she does not run; if she does, she gains a +16 bonus on the Jump check. If she makes a Jump check as part of a charge she adds 4 points of damage to the Charge attack. By expending 1 Ki Pts as a swift action whenever she is 10 ft. over the ground, the monk gains the benefit of the [ Levitate ] spell at her class level, except she cannot move vertically or horizontally except as part of a Jump check or allowing herself to fall. A monk following the way of the Leaping Dragon that gains the ability to walk in air (see Walk the River and the Clouds, below) may activate her levitating ability and her air-walking ability by expending only 1 daily use of ki (instead of two).
  • III : The monk gains a +6 bonus on Jump and Tumble checks and is always considered as making a running leap, even if she does not run; if she does, she gains a +18 bonus on the Jump check. When making a Jump check for a high jump, the number of feet she may leap for the purpose of the DC is equal to twice the result of her check (instead of four times her result) and has no maximum reach; if she uses a quarterstaff or a polearm with reach (such as a ranseur), she adds 5 feet to her leaping distance. If she makes a Jump check as part of a charge she adds 6 points of damage to the Charge attack. By expending 1 Ki Pts as a swift action whenever she is 10 ft. over the ground, the monk gains the benefit of the [ Levitate ] spell at her class level, except she cannot move vertically or horizontally except as part of a Jump check or allowing herself to fall. A monk following the way of the Leaping Dragon that gains the ability to walk in air (see Walk the River and the Clouds, below) may activate her levitating ability and her air-walking ability by expending only 1 daily use of ki (instead of two).
  • IV : The monk gains a +8 bonus on Jump and Tumble checks and is always considered as making a running leap, even if she does not run; if she does, she gains a +20 bonus on the Jump check. When making a Jump check for a high jump, the number of feet she may leap for the purpose of the DC is equal to the result of her check (instead of four times her result) and has no maximum reach; if she uses a quarterstaff or a polearm with reach (such as a ranseur), she adds 5 feet to her leaping distance. If she makes a Jump check as part of a charge she adds 8 points of damage to the Charge attack. By expending 1 Ki Pts as a swift action whenever she is 10 ft. over the ground, the monk gains the benefit of the [ Levitate ] spell at her class level, except she cannot move vertically or horizontally except as part of a Jump check or allowing herself to fall. A monk following the way of the Leaping Dragon that gains the ability to walk in air (see Walk the River and the Clouds, below) may activate her levitating ability and her air-walking ability by expending only 1 daily use of ki (instead of two).


Patient Tortoise [Crab] : The tortoise moves at its own pace and allows nothing to distract it from moving forward; in the same way, the monk moves slowly but surely upon her path, drawing upon the resilience of the tortoise whenever afflictions hinder her way.

  • The monk gains +1 Natural Armor amd +2 on Concentration and Martial Lore checks. By expending 1 Ki Pts as a swift action, the monk may gain a Shield of Tempory Hit points refrech evry round for 1 round per 2 monk level equal to her Primary ability score.


Sagacious Owl [Pheonix] : The owl is a symbol of wisdom for it sees beyond the veil of reality and into the mists of the unknown; the monk draws upon the reserves of knowledge of the owl to find solutions to her questions.

  • The monk gain a +2 bonus on all Knowledge and Spellcraft checks (even if untrained). The monk may use her Wisdom modifier instead of her Intelligence modifier (if higher) to make Knowledge checks. If the monk chooses this ability three times or more, she gains the lore ability (as the loremaster class ability) except the bonus on her rolls is equal to her class level plus her Wisdom modifier. By expending a daily use of her ki power she may duplicate the effect of a legend lore spell cast by a sorcerer of her class level, but you must have the object or person at hand (thus, it always takes at least 1d4x10 minutes) and you may gain knowledge of creatures with an effective character level or Challenge Rating equal to the monk's class level -4 or 11, whichever is higher.


Tenacious Badger [Unicorn] : The badger suffers no fool that dare enters its territory; at the cost of patience, the monk can draw incredible reserves of strength and ferocity. The monk gains a +2 bonus to her Intimidate and Perform checks for every three class levels to demoralize her enemies; if her hit points reach 50% or lower, she applies this bonus to all her damage rolls until she receives healing that takes her above this amount. By expending a daily use of her ki power as a swift action, the monk may enter a rage (as the barbarian's class feature) for a number of rounds equal to half her class level; she is treated as a barbarian of three levels lower to determine the bonuses of her rage and class features that augment her rage (such as indomitable will).


Clever Monkey [Spider] : As the monkey leaps amongst trees to evade ground hazards, so does the monk leaps her way from hazards and seeks the upper ground. The monk gains a +2 bonus on all Climb and Balance checks and the trap sense ability as a rogue. Every time she chooses this ability, her bonus to Climb checks increase by 2 and her trap sense bonus increases by 1. By expending a daily use of ki, the monk gains the benefit of the spider climb spell cast by a sorcerer of half her class level, but her climb speed is equal to half her base land speed instead.

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