Thursday, March 20, 2014

Monk

BaB: Full
Good Saves: Fort, Ref, Will

Class Features by Level
1: Bonus Feat, Flurry of Blows, AC Bonus, Monk Damage (1d6)
2: Bonus Feat
3: Still Mind
4: Ki Strike (Magic), Slow Fall (20’), Monk Damage (1d8)
5: Purity of Body
6: Bonus Feat, Slow Fall (30’)
7: Wholeness of Body
8: Slow Fall (40’), Monk (1d10)
9: Fast Movement (+30’)
10: Bonus Feat, Ki Strike (lawful), Slow Fall (50’)
11: Diamond Body, Greater Flurry, Improved Fast Movement
12: Abundant Step, Slow Fall (60’), Monk Damage (2d6)
13: Diamond Soul
14: Bonus Feat, Slow Fall (70’)
15: Quivering Palm
16: Ki Strike (adamantine), Slow Fall (80’), Monk Damage (2d8)
17: Timeless Body, Tongue of the Sun and Moon
18: Bonus Feat, Slow Fall (90’
19: Empty Body
20: Slow Fall (Any Distance), AC Bonus (+4), Monk Damage (2d10)
21:
22: Bonus Feat
23:
24:
25:
26: Bonus Feat
27:
28:
29:
30: Bonus Feat

HP/Level: 8 + Constitution Modifier

Class Skills: Acrobatics, Athletics, Concentration, Craft, Diplomacy, Escape Artist, Hide, Knowledge (Arcana), Knowledge (Religion), Perception, Perform, Profession, Sense Motive, Stealth

Skill Points: 4 + Intelligence Modifier

Starting Feats
Fast Movement

Monks suffer no non proficiency penalty when using the ashandarei, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Free Feat Tree: Dodge

Class Features

     Bonus Feat: At 1st level as well as 2nd level and every 4 levels thereafter (10th, 14th, 18th...), the monk gains a Bonus Feat. The feat must be chosen from the Expertise or Weapons Feats lists.

     Flurry of Blows (Ex): When unarmored and making the attack action, a monk may make one additional attack.  When doing so, each attack he makes this turn takes a -2 penalty to hit.  A monk must decide to use this ability before making any attacks this turn.
     When using flurry of blows, a monk may attack only with unarmed strikes or with a monk weapon. He may attack with unarmed strikes and special monk weapons interchangeably as desired.  The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.  This ability may not be used while Two-Weapon Fighting.

     AC Bonus: When unarmored and unencumbered, the monk adds his Wisdom bonus (if positive) to his AC.  These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

     Monk Damage: A medium sized monk deals 1d6 damage with her unarmed strikes. This amount increases at 4th level and every 4 levels thereafter as shown on the chart above. This damage may change with the size of the monk.
     Monk melee weapons in the hands of a monk deal damage equal to their base damage, or the monk's unarmed damage (whichever is higher).

     Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

     Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with 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 dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

     Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall improves by 10’ every two levels until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

     Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

     Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds. He can heal a number of hit points of damage equal to twice his current monk level each day, and he can spread this healing out among several uses.

     Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

     Greater Flurry: When a monk reaches 11th level, his flurry of blows ability improves. He makes two extra attacks instead of just one.

     Improved Fast Movement: When a monk reaches 11th level, the land speed bonus from the Fast Movement feat increases to 20'.

     Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. His caster level for this effect is one-half his monk level (rounded down).

     Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

     Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once a day, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, and incorporeal creatures cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

     Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when his time is up.

     Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

     Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. He may go ethereal on any number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level.

     Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.