From the unarmed warrior, to the meditative scholar and deadly martial artist, the monk fulfills many roles within Ea. Monks hail from diverse traditions around the world. Some find root in philosophical definitions made manifest by the various temples, while others seek more esoteric philosophies. Strong fighters and quick on their feet, each monk develops unique abilities over time, such as the ability to leap across caverns, to teleport between foes, and more. Their fighting styles are as varied as the ones who practice them.
Dozens of Monastic orders exist on Gaea. Most are small circles of no more then a dozen or so members, living in isolated monasteries in the wilderness. A few orders include hundreds of members and influence events across entire nations.
A number of monastics find their homes among temples--particularly those of Vardama, Navos, and Serriel. Among Vardama's temples, the Chords serve often as honored guards and spiritualists, where many other faiths employ more traditional fighters or guards.
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: d10.
Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex).
Skill Ranks per Level: 4 + Int modifier.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Unarmed Damage||AC Bonus||Fast Movement|
|1st||1||2||2||0||Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike||1d6||0||+0 ft.|
|2nd||2||3||3||0||Bonus feat, evasion||1d6||0||+0 ft.|
|3rd||3||3||3||1||Fast movement, ki pool, ki strike (magic)||1d6||0||+10 ft.|
|4th||4||4||4||1||Ki power, still mind||1d8||1||+10 ft.|
|5th||5||4||4||1||Purity of body, style strike (1/round)||1d8||1||+10 ft.|
|6th||+6/+1||5||5||2||Bonus feat, ki power||1d8||1||+20 ft.|
|7th||+7/+2||5||5||2||Ki strike (cold iron/silver)||1d8||1||+20 ft.|
|8th||+8/+3||6||6||2||Ki power||1d10||2||+20 ft.|
|9th||+9/+4||6||6||3||Improved evasion, style strike||1d10||2||+30 ft.|
|10th||+10/+5||7||7||3||Bonus feat, ki power, ki strike (lawful)||1d10||2||+30 ft.|
|11th||+11/+6/+1||7||7||3||Flurry of blows (bonus attack)||1d10||2||+30 ft.|
|12th||+12/+7/+2||8||8||4||Ki power||2d6||3||+40 ft.|
|13th||+13/+8/+3||8||8||4||Style strike, tongue of the sun and moon||2d6||3||+40 ft.|
|14th||+14/+9/+4||9||9||4||Bonus feat, ki power||2d6||3||+40 ft.|
|15th||+15/+10/+5||9||9||5||Style strike (2/round)||2d6||3||+50 ft.|
|16th||+16/+11/+6/+1||10||10||5||Ki power, ki strike (adamantine)||2d8||4||+50 ft.|
|17th||+17/+12/+7/+2||10||10||5||Style strike, timeless body||2d8||4||+50 ft.|
|18th||+18/+13/+8/+3||11||11||6||Bonus feat, ki power||2d8||4||+60 ft.|
|19th||+19/+14/+9/+4||11||11||6||Flawless mind||2d8||4||+60 ft.|
|20th||+20/+15/+10/+5||12||12||6||Ki power, perfect self||2d10||5||+60 ft.|
Monk Class Features
Weapon and Armor Proficiency: Monks are proicient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a ark medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry ofblows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of+5 at 20th level. 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.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects.
When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Can a monk use TWF or Natural Weapons to gain extra attacks? Can a monk flurry with their Natural Weapons?
A monk may only flurry with unarmed strikes or weapons with the "monk" special ability. A monk's flurry cannot be combined with Natural Weapons or TWF.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1-2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.
|Small or Large Monk Damage|
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1-2. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Su): At 3rd level, a monk gains a pool ofki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike (Ex): At 5th level, a monk can learn one type ofstyle strike. Whenever he makes a flurry ofblows, he can designate one ofhis unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type ofstrike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two ofhis unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any ofthe following strikes.
Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Tongue of the Sun and Moon (Ex): At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.
Timeless Body (Ex): At 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. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Flawless Mind: At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.
Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the mon can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.
Ki powers are abilities that draw on the power of a monk’s ki. Ki powers are divided into three categories: feats, monk abilities, and spells.
- Feats: These ki powers duplicate the effects of specific feats. A monk does not need to qualify for a feat to select it as a ki power. For example, a monk can select Spring Attack as a ki power even if she doesn’t meet the prerequisites for selecting Spring Attack as a feat. Activating one of these ki powers is a free action on the monk’s turn; until the start of her next turn, the monk is treated as if she had that feat. Some of these ki powers that duplicate feats may also be activated as an immediate action; these powers are noted in the ki powers list.
- Monk Abilities: Some ki powers are additional monk abilities. See their description for details.
- Spells: These ki powers duplicate the effects of a spell, and are spell-like abilities. A monk’s class level is the caster level for these spell-like abilities, and she uses Wisdom to determine her concentration check bonus.
Requirements: All ki powers have a minimum monk level requirement to select them. A monk who does not meet this requirement cannot select that ki power.
Activation: Most ki powers require the monk to spend ki points; the exact amount is listed after the ki power. Ki powers that cost 0 ki do not require the monk to have any ki points in her ki pool to use the ability.
Ki powers marked with a * may be activated as an immediate action.
Saving Throw: The saving throw against a monk’s ki power, if any, is equal to 10 + 1/2 the monk’s level + the monk’s Wisdom bonus.
|Ki Power||Level||Other Pre-req||Cost|
|Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal. Note: Paizo has said they will errata the level at which this may be selected. It may be 18, it may be 14.||--||3|
|Feather Balance (Ex): A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. While this is active, the monk treats any Acrobatics attempt made to balance as if he had rolled a 20. This ability lasts for 1 minute.||--||1|
|High jump (Ex): A monk with this ki power adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.||--||1|
|Ki Metabolism (Su): A monk with this ability to control his metabolism. As long as he has at least 1 remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens.||--||see text|
|Ki Range (Su): A monk with this ability can spend 1 ki point as a swift action to increase the range increment of any thrown monk weapon by 20 feet. Apply this benefit before doubling the range increment with the Far Shot feat.||--||1|
|Slow Fall (Su): A monk within arm's reach of a wall can use it to slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall).||--||1|
|Wholeness of Body (Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount equal to 1d8 + his monk level.||--||2|
|Sudden Speed (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk's base land speed by 30ft for 1 minute.||--||1|
|Acrobatic Steps: As the feat.||4||1 ki|
|Augury (Sp): As the spell.||4||1 ki|
|Barkskin (Sp): As the spell.||4||self only, 1 ki|
|Deny Death (Su): * As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.||4||0|
|Feather step (Sp): As the spell.||4||self only, 1 ki|
|Hydraulic push (Sp): As the spell.||4||1 ki|
|Ki arrow (Su): You imbue an arrow with your power and throw it at a target up to 100 feet away. Make a ranged attack roll. If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your Strength bonus).||4||1 ki|
|Ki Stand (Ex): * While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity. You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity."||4||0|
|Message (Sp): As the spell.||4||1 ki|
|Power Attack: As the feat.||4||1 ki|
|Quick Draw: As the feat.||4||1 ki|
|Scorching ray (Sp): As the spell.||4||2|
|Throw Anything: As the feat.||4||1 ki|
|True strike (Sp): As the spell.||4||self only, 1 ki|
|Cloak of winds (Sp): As the spell.||6||self only, 2|
|Diamond Mind (Su): By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. He can spend 2 ki points to activate this ability even when frightened or panicked. A monk must be at least 6th level before selecting this ki power.||6||2|
|Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. Once this choice is made, it cannot be changed. The monk can expend 1 point from his ki pool as a swift action to imbue his natural attacks with this energy, causing them to deal 1d6 points of damage of the chosen type for a number of rounds equal to 1/2 his monk level. A monk must be at least 6th level before selecting this ki power.||6||1|
|Gaseous form (Sp): As the spell.||6||self only, 1 ki|
|Heroic Recovery: * As the feat.||6||1 ki|
|Hydraulic torrent (Sp): As the spell.||6||2|
|Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally's. For each successful saving throw, the ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.||6||see text|
|Ki Mount (Su): A monk with this ability can spend 1 ki point as a standard action to grant 2 temporary hit points per monk level he possesses to his mount for 1 hour per monk level. As long as the monk and his mount are adjacent or the monk is mounted, the mount shares the benefits of whichever of the AC bonus, evasion, high jump, improved evasion, ki strike, perfect self, and still mind abilities the monk possesses. A monk must be at least 6th level before selecting this ki power.||6||1|
|Remove disease (Sp): As the spell.||6||2|
|Sidestep: * As the feat||6||1 ki|
|Snatch Arrows: * As the feat||6||1|
|Spring Attack: As the feat||6||1|
|Water Sprint (Su): A monk with this ki power can spend 1 point from his ki pool as a swift action to gain the ability to walk on water, as if under the effects of water walk. Once activated, this ability lasts for 1 minute per monk level. A monk must be at least 6th level before selecting this ki power.||6||1|
|Formless Mastery (Ex): A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses ofan opponent's style. As long as he does not possess any style feat, the monk can spend 1 point from his ki pool as an immediate action to gain the following against opponents in the stance of a style feat: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls. These bonuses last until the end of the monk’s next turn (or his current turn if he uses this ability on his own turn). The monk can activate this ability and the furious defense ki power with the same immediate action for a total cost of3 ki points. A monk must be at least 7th level before selecting this ki power.||7||1|
|Furious Defense (Ex): By spending 1 point from his ki pool as an immediate action, a monk with this ki power can grant himself a +4 dodge bonus to AC until the end ofhis next turn. The monk can activate this ability and the formless mastery ki power with the same immediate action for a total cost of3 ki points. A monk must be at least 7th level before selecting this ki power.||7||1|
|Abundant Step (Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk must be at least 8th level before selecting this ki power.||8||2|
|Diamond Body (Su): By spending 1 point from his ki pool, a monk with this power can remove one toxin from his body as if using neutralize poison, using his monk level as his caster level. He can remove only one poison in this way per use ofthis ability. A monk must be at least 8th level before selecting this ki power.||8||1|
|Dragon’s breath (Sp): As the spell||8||2|
|Gliding Steps: * As the feat||8||1 ki|
|Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.||8||2|
|Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Whenever the monk activates his feather balance ki power, he can also ignore all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids. A monk must be at least 8th level and have the feather balance ki power before selecting this ki power.||8||feather balance||see text|
|Neutralize poison (Sp): As the spell||8||3|
|Poison (Sp): As the spell||8||2|
|Restoration (Sp): As the spell||8||self only, 2|
|Share memory (Sp): As the spell||8||0|
|Silk to steel (Sp): As the spell||8||1 ki|
|Spider Step: As the feat||8||1 ki|
|Whirlwind Attack: As the feat||8||2|
|Wind Jump (Su): A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. He must end his movement each round on solid ground (or some other surface that can support his weight) or fall as normal. Once activated, this ability lasts for 1 minute. A monk must be at least 8th level and have the high jump ki power before selecting this ki power.||8||1|
|Discordant blast (Sp): As the spell||10||2|
|Greater Bull Rush: As the feat||10||2|
|Greater Disarm: As the feat||10||2|
|Greater Feint: As the feat||10||2|
|Greater Sunder: As the feat||10||2|
|Improved Blind-Fight: * As the feat||10||1 ki|
|Ki Blocker (Su): A monk with this ability can spend 1 ki point as a free action before making an unarmed strike against a foe. If the attack hits, the monk can interrupt the target's flow of ki. If the monk successfully damages the target ofhis attack, that opponent’s cost to activate abilities with ki increases by 1 ki point for 1 hour. If the monk spends 2 points from his ki pool, he can use this ability to affect the target's arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. The effects ofthis ability do not stack, but multiple hits increase the duration by 1 hour for each hit. A monk must be at least 10th level before selecting this ki power.||10||1|
|Ki Hurricane (Ex): As a full-round action, a monk with, this ability can move up to twice his speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. He can later spend another ki point to make the next attack in his flurry blows, and so on, until he either stops spending ki or has exhausted all the attacks from his flurry of blows A monk must be at least 10th level and possess the sudden speed ki power before selecting this ki power.||10||sudden speed||1|
|Ki leech (Sp): As the spell||10||0|
|Ki Visions (Su): A monk with this ability often sees visions of spirits or hears the voice of his departed mentor in his dreams. On any given night during which the monk dreams, he can use this ability to gain the benefits of a divination. If he does, he spends 2 ki points from the next day's total. A monk must be at least 10th level before selecting this ki power.||10||2|
|Lunge: As the feat||10||1 ki|
|Shadow step (Sp): As the spell||10||1 ki|
|Spit venom (Sp): As the spell||10||2|
|Step Up and Strike: * As the feat||10||2|
|Wind Stance: As the feat||10||2|
|Battlemind link (Sp): As the spell||12||4|
|Cobra Breath (Su): Whenever a monk with this ki power uses diamond body to neutralize a poison, he can instead release that poison as a ranged touch attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the poison's original DC) or suffer the poison’s effects, even if it was not originally a contact poison. A monk must be at least 12th level and must possess the diamond body ki power before selecting this ki power.||12||diamond body||see text|
|Diamond Resilience (Ex): By spending 1 ki point as a swift action, the monk gains DR 2/—. At 16th level, the damage reduction increases to 4/—. At 19th level, it increases to DR 6/—. This DR lasts for 1 minute. A monk must be at least 12th level before selecting this ki power.||12||1|
|Diamond Soul (Ex): A monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level. A monk must be at least 12th level before selecting this ki power.||12||2|
|Elemental Fists: As the feat||12||2|
|Improvised Weapon Mastery: As the feat||12||2|
|Ki Throw: As the feat||12||2|
|One Touch (Ex): As long as he has at least 1 point remaining in his ki pool, as a standard action, a monk with this power can make an unnarmed strike against a foe as a touch attack. He adds 1/2 his monk level as a bonus to the damage roll. He can spend 1 ki point to double this bonus for that attack. A monk must be at least 12th level before selecting this ki power.||12||see text|
|Punishing Kick: As the feat||12||2|
|Shadow walk (Sp): As the spell||12||3|
|Blood crow strike (Sp): As the spell||14||2|
|Cloud Step: As the feat||14||3|
|Cold ice strike (Sp): As the spell||14||3|
|Disarming Strike: As the feat||14||2|
|Improved Ki Throw: As the feat||14||2|
|Ki shout (Sp): As the spell||14||3|
|Sonic thrust (Sp): As the spell||14||2|
|Bleeding Critical: As the feat||16||3|
|Greater Blind-Fight: * As the feat||16||2|
|Improved Vital Strike: As the feat||16||2|
|Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk's spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.||16||diamond soul||2|
|Lightning Stance: As the feat||16||3|
|Penetrating Strike: As the feat||16||2|
|Quivering Palm (Su): A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 4 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time 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); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the monk's level + the monk's Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 16th level before selecting this ki power.||16||4|
|Strangling hair (Sp): As the spell||16||3|
|Elemental Burst (Su): A monk with this ability can spend 4 ki points to unleash a gout of energy in a 30-foot cone. Creatures within the cone take 20d6 points of damage of the same type as the monk’s elemental fury ki power. A Reflex save (DC = 10 + 1/2 the monk’s level + his Wisdom modifier) halves the damage. A monk must be at least 18th level and must possess the elemental fury ki power before selecting this ki power.||18||elemental fury||4|
|Blinding Critical: As the feat||20||3|
|Crippling Critical: As the feat||20||3|
|Deafening Critical: As the feat||20||3|
|Greater Penetrating Strike: As the feat||20||3|
|Tiring Critical: As the feat||20||3|
Defensive Spin: The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.
Elbow Smash: The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a -5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe's movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
Head-Butt: The monk slams his head into his enemy's head, leaving his foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a -8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The monk must attack with a head-butt to use this style strike.
Knockback Kick: The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the monk’s fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving ifit strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The monk must attack with a kick to use this style strike.
Leg Sweep: The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Monks may belong to a variety of orders. A number of deities sponsor monastic orders, though sponsors are not limited to the ones, below. In addition, not every monastery has a sponsor. It may, instead, focus around an ideal or other set of teachings. You are encouraged to use your creativity.
Angoron Monk Traditions: Angoronian monks tend to follow a more martial tradition, focused to an extent on heroism and good deeds. They're known for their feats of not just strength, but dexterity and any demonstration of bodily prowess. They tend to believe such acts are better attained through proper discipline and technique, rather than the more chaotic enthusiasm of other Angoronian followers.
Daeusite Monk Traditions: Daeus' monks walk the line of balance, devoted to goodness, and ideals of honesty, purity, and perseverence. Known for their kinder philsophy, they nonetheless have a strong martial tradition.
Elunan Monk Traditions: Elunan monks tend to come from a tradition more in line with reflection and meditation. They're known for their almost otherworldly styles, and a number of them place emphasis on the interpretation and study of dreams.
Serrielite Monk Traditions: Serriel's monks are highly disciplined, known for their precision and expertise in the battlefield. Of all orders, they're explorative of new techniques, incorporating them and seeing them as part of the advancement of civilization and ideas. Many Serrielite orders work with Vardaman ones.
Navosan Monk Traditions: Navos' monks are known for a solemn study of the perfection of the body and mind. Often historians, they're known for their production of illuminated manuscripts and wide berth of knowledge in addition to a philosophical martial tradition. Navosian monks are also some of the few monks with official titles: they are known as Focus, and often noted for their skills in concentration and meditation.
Korite Monk Traditions: Korite monks are strictly martial in their outlook, though a number of them take joy in the study of battle formations, history, and techniques.
Vardamam Monk Traditions: Vardama's monk orders are well-known, usually solemn individuals who contemplate life's natural cycles and the unknown of death. They are sometimes employed as assassins, and are frequently found as temple guards, serving as a kind of holy warrior. Vardaman (or Vardamite) monks are some of the few to hold divine titles akin to clerics and paladins--see Vardama's entry for details. Vardaman monks are some of the few monks with official titles: they are called Chords, which refers to Vardama's role as the Harpist, an instrument she famously plays to sooth the souls of the dead.
Vows, and the interpretation thereof, are up to the player. Deities in Tenebrae are broad enough in concept to support a variety of interpretations, so we consider this an RP outlet more than a straightjacket.
|Concept||Attributes||Feats and Skills||Notes|
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