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[[Image:Monk.jpg|485px|right|It's called 'soap', and no, it won't hurt you, I promise.]]
[[Image:Monk.jpg|485px|right|It's called 'soap', and no, it won't hurt you, I promise.]]
=== Description ===
== Monk ==
Monks?  Really?  Oriental martial artists in a fake-medieval European game?  Who the hell thought this was a good idea?
For the truly exemplary, martial - 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.
 
Well, after thirty-plus years, I guess we have to admit that it was a pretty damn good idea. Something about a pajama-wearing scion of civilization and gentility having to work with a pack of unwashed and illiterate brutes and brutettes is just hilarious and awesome.
 
Plus, let's admit it, we ALL make Bruce Lee noises when the monk runs a hundred feet in one go and Judo-throws an Ogre so hard his eyes fly out.
 
So, here's the new and improved Monk.  He's not afraid of anybody when it comes to damage output, and he's still got all those crazily out-of-place touches that make the monk so completely fun as a fish out of water.  But that's one seriously awesome fish! 
 
Give the new monk a try!  It's everything you want, and a free eggroll!


'''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
'''Alignment:''' Any lawful
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'''Starting Wealth:''' 1d6 x 10 gp (average: 35 gp)
'''Starting Wealth:''' 1d6 x 10 gp (average: 35 gp)


'''Class Skills:''' The monk's class skills are Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Logic) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Reason (Special), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
'''Class Skills:''' The monk's class skills are [[Acrobatics]] (Dex), [[Climb]] (Str), [[Escape Artist]] (Dex), [[Intimidate]] (Cha), [[Knowledge (History)]] (Int), [[Knowledge (Logic)]] (Int), [[Knowledge (Religion)]] (Int), [[Perception]] (Wis), [[Perform]] (Cha), [[Profession]] (Wis), [[Reason]] (Special), [[Ride]] (Dex), [[Sense Motive]] (Wis), [[Stealth]] (Dex), and [[Swim]] (Str).


'''Skill Ranks per Level:''' 6 + Int modifier.
'''Skill Ranks per Level:''' 6 + Int modifier.


=== Table: Monk ===
=== Table: Monk ===
{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
|- style="Background:SandyBrown; Color:White"
! Level || BAB || Fort || Refl || Will || Echoing Strike ||  Flurry of Blows || Unarmed Damage || Ki Bonus || Fast Movement || Special
! Level || BAB || Fort || Refl || Will || Echoing Strike ||  Flurry of Blows || Unarmed Damage || Ki Bonus || Fast Movement || Special
|-
|-
! 1st
! 1st
| +0 || 2 || 2 || 2  || -2/-2  || -2/-2  || 1d6 || 0 || +0 ft. || Align="Left" | Body Hardening, Bonus Feat, Flurry of Blows, Rattling Fist, Unarmed Strike
| +0 || 2 || 2 || 2  || -2/-2  || -2/-2  || 1d6 || 0 || +0 ft. || Align="Left" | Body Hardening, Bonus Feat, Flurry of Blows, Rattling Fist, Unarmed Strike
|-
|- style="Background:WhiteSmoke"
! 2nd
! 2nd
| +1 || 3 || 3 || 3  || -1/-1  || -1/-1 ||  1d6 || 0 || +0 ft. || Align="Left" | Bonus Feat, Evasion, Versatile Attack
| +1 || 3 || 3 || 3  || -1/-1  || -1/-1 ||  1d6 || 0 || +0 ft. || Align="Left" | Bonus Feat, Evasion, Versatile Attack
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! 3rd
! 3rd
| +2 || 3 || 3 || 3 || +0/+0 || +0/+0 || 1d8 || 0 || +10 ft. || Align="Left" | Fast Movement, Maneuver Training, Still Mind
| +2 || 3 || 3 || 3 || +0/+0 || +0/+0 || 1d8 || 0 || +10 ft. || Align="Left" | Fast Movement, Maneuver Training, Still Mind
|-
|- style="Background:WhiteSmoke"
! 4th
! 4th
| +3 || 4 || 4 || 4 || +1/+1 || +1/+1 || 1d8 || 1 || +10 ft. || Align="Left" | Ki Pool (magic), Slow Fall (20 ft.)
| +3 || 4 || 4 || 4 || +1/+1 || +1/+1 || 1d8 || 1 || +10 ft. || Align="Left" | Ki Pool (magic), Slow Fall (20 ft.)
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! 5th
! 5th
| +3 || 4 || 4 || 4 || +2/+2 || +2/+2 || 2d6 || 1 || +10 ft. || Align="Left" | High Jump, Purity of Body
| +3 || 4 || 4 || 4 || +2/+2 || +2/+2 || 2d6 || 1 || +10 ft. || Align="Left" | High Jump, Purity of Body
|-
|- style="Background:WhiteSmoke"
! 6th
! 6th
| +4 || 5 || 5 || 5 || +3/+3 || +3/+3 || 2d6 || 1 || +20 ft. || Align="Left" | Bonus Feat, Slow Fall (30 ft.)
| +4 || 5 || 5 || 5 || +3/+3 || +3/+3 || 2d6 || 1 || +20 ft. || Align="Left" | Bonus Feat, Slow Fall (30 ft.)
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! 7th
! 7th
| +5 || 5 || 5 || 5 || +4/+4 || +4/+4 || 2d8 || 1 || +20 ft. || Align="Left" | Ki Pool (cold iron and silver), Wholeness of Body
| +5 || 5 || 5 || 5 || +4/+4 || +4/+4 || 2d8 || 1 || +20 ft. || Align="Left" | Ki Pool (cold iron and silver), Wholeness of Body
|-
|- style="Background:WhiteSmoke"
! 8th
! 8th
| +6/+1 || 6 || 6 || 6 || +5/+5 || +5/+5/+0/+0 ||  2d8 || 2  || +20 ft. || Align="Left" | Slow Fall (40 ft.)
| +6/+1 || 6 || 6 || 6 || +5/+5 || +5/+5/+0/+0 ||  2d8 || 2  || +20 ft. || Align="Left" | Slow Fall (40 ft.)
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! 9th
! 9th
| +6/+1 || 6 || 6 || 6 || +6/+6 || +6/+6/+1/+1 ||  3d6 || 2 || +30 ft. || Align="Left" | Improved Evasion
| +6/+1 || 6 || 6 || 6 || +6/+6 || +6/+6/+1/+1 ||  3d6 || 2 || +30 ft. || Align="Left" | Improved Evasion
|-
|- style="Background:WhiteSmoke"
! 10th
! 10th
| +7/+2 || 7  || 7 || 7 ||  +7/+7 || +7/+7/+2/+2 || 3d6 || 2 || +30 ft. || Align="Left" | Bonus Feat, Ki Pool (lawful), Slow Fall (50 ft.)
| +7/+2 || 7  || 7 || 7 ||  +7/+7 || +7/+7/+2/+2 || 3d6 || 2 || +30 ft. || Align="Left" | Bonus Feat, Ki Pool (lawful), Slow Fall (50 ft.)
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! 11th
! 11th
| +8/+3 || 7 ||  7 || 7 ||  +8/+8 || +8/+8/+3/+3 || 3d8 || 2 || +30 ft. || Align="Left" | Diamond Body
| +8/+3 || 7 ||  7 || 7 ||  +8/+8 || +8/+8/+3/+3 || 3d8 || 2 || +30 ft. || Align="Left" | Diamond Body
|-
|- style="Background:WhiteSmoke"
! 12th
! 12th
| +9/+4 || 8  || 8 || 8 ||  +9/+9 || +9/+9/+4/+4 || 3d8 || 3 || +40 ft. || Align="Left" | Abundant Step, Slow Fall (60 ft.)
| +9/+4 || 8  || 8 || 8 ||  +9/+9 || +9/+9/+4/+4 || 3d8 || 3 || +40 ft. || Align="Left" | Abundant Step, Slow Fall (60 ft.)
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! 13th
! 13th
| +9/+4 || 8 ||  8 || 8 ||  +9/+9 || +9/+9/+4/+4 || 4d6 || 3 || +40 ft. || Align="Left" | Diamond Soul
| +9/+4 || 8 ||  8 || 8 ||  +9/+9 || +9/+9/+4/+4 || 4d6 || 3 || +40 ft. || Align="Left" | Diamond Soul
|-
|- style="Background:WhiteSmoke"
! 14th
! 14th
| +10/+5 || 9 ||  9 || 9 || +10/+10 || +10/+10/+5/+5 || 4d6 || 3 || +40 ft. || Align="Left" | Bonus Feat, Slow Fall (70 ft.)
| +10/+5 || 9 ||  9 || 9 || +10/+10 || +10/+10/+5/+5 || 4d6 || 3 || +40 ft. || Align="Left" | Bonus Feat, Slow Fall (70 ft.)
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! 15th
! 15th
| +11/+6/+1 || 9 ||  9 || 9 || +11/+11 || +11/+11/+6/+6/+1/+1  ||  4d8 || 3 || +50 ft. || Align="Left" | Quivering Palm
| +11/+6/+1 || 9 ||  9 || 9 || +11/+11 || +11/+11/+6/+6/+1/+1  ||  4d8 || 3 || +50 ft. || Align="Left" | Quivering Palm
|-
|- style="Background:WhiteSmoke"
! 16th
! 16th
| +12/+7/+2 || 10 || 10 || 10 || +12/+12 || +12/+12/+7/+7/+2/+2 ||  4d8 || 4 || +50 ft. || Align="Left" | Ki Strike (Adamantine), Slow Fall (80 ft.)
| +12/+7/+2 || 10 || 10 || 10 || +12/+12 || +12/+12/+7/+7/+2/+2 ||  4d8 || 4 || +50 ft. || Align="Left" | Ki Strike (Adamantine), Slow Fall (80 ft.)
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! 17th
! 17th
| +12/+7/+2 || 10 || 10 || 10 || +12/+12 || +12/+12/+7/+7/+2/+2 ||  6d6 || 4 || +50 ft. || Align="Left" | Timeless Body, Tongue of the Sun and the Moon
| +12/+7/+2 || 10 || 10 || 10 || +12/+12 || +12/+12/+7/+7/+2/+2 ||  6d6 || 4 || +50 ft. || Align="Left" | Timeless Body, Tongue of the Sun and the Moon
|-
|- style="Background:WhiteSmoke"
! 18th
! 18th
| +13/+8/+3 || 11 || 11 || 11 || +13/+13 || +13/+13/+8/+8/+3/+3 ||  6d6 || 4 || +60 ft. || Align="Left" | Bonus Feat, Slow Fall (90 ft.)
| +13/+8/+3 || 11 || 11 || 11 || +13/+13 || +13/+13/+8/+8/+3/+3 ||  6d6 || 4 || +60 ft. || Align="Left" | Bonus Feat, Slow Fall (90 ft.)
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! 19th
! 19th
| +14/+9/+4 || 11 || 11 || 11 || +14/+14 || +14/+14/+9/+9/+4/+4 ||  5d8 || 4 || +60 ft. || Align="Left" | Empty Body
| +14/+9/+4 || 11 || 11 || 11 || +14/+14 || +14/+14/+9/+9/+4/+4 ||  5d8 || 4 || +60 ft. || Align="Left" | Empty Body
|-
|- style="Background:WhiteSmoke"
! 20th
! 20th
| +15/+10/+5 ||  12 || 12  || 12 || +15/+15 || +15/+15/+10/+10/+5/+5 || 5d8 || 5 || +60 ft. || Align="Left" | Perfect Self, Slow Fall (any distance)
| +15/+10/+5 ||  12 || 12  || 12 || +15/+15 || +15/+15/+10/+10/+5/+5 || 5d8 || 5 || +60 ft. || Align="Left" | Perfect Self, Slow Fall (any distance)
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=== Class Features ===
== Class Features ==
 
=== Weapon Proficiency ===
==== Weapon Proficiency ====
Monks are proficient with brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
Monks are proficient with brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.




==== Armor and Shield Proficiency ====
=== Armor and Shield Proficiency ===
Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses the use of many of his abilities.
Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses the use of many of his abilities.




==== Body Hardening (Ex) ====
=== Body Hardening (Ex) ===
Beginning at 1st level, when unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases every 4 levels thereafter, to a total of +5 at level 20, as shown under "Ki Bonus" on Table: Monk.
Beginning at 1st level, when unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases every 4 levels thereafter, to a total of +5 at level 20, as shown under "Ki Bonus" on Table: Monk.


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==== Versatile Attack (Ex) ====
=== Versatile Attack (Ex) ===
Beginning at level 2, the monk may use his DEX modifier instead of STR for attack and damage rolls for unarmed attacks or monk weapons. The monk also uses the better of the two for his CMB. In addition, a monk gains a +1 bonus to CMB at 4th level.  This bonus increases every 4 levels thereafter, to a total of +5 at level 20, as shown under "Ki Bonus" on Table: Monk.
Beginning at level 2, the monk may use his DEX modifier instead of STR for attack and damage rolls for unarmed attacks or monk weapons. The monk also uses the better of the two for his CMB. In addition, a monk gains a +1 bonus to CMB at 4th level.  This bonus increases every 4 levels thereafter, to a total of +5 at level 20, as shown under "Ki Bonus" on Table: Monk.




==== Bonus Feat ====
=== Bonus Feat ===
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
At 1st level, 2nd level, and every 4 levels thereafter, a monk may 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.
: [[Catch Off-Guard]], [[Combat Reflexes]], [[Deflect Arrows]], [[Dodge]], [[Grapple, Improved|Improved Grapple]], [[Scorpion Style]], and [[Throw Anything]].


At 6th level, the following feats are added to the list:
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.
: [[Gorgon's Fist]], [[Bull Rush, Improved|Improved Bull Rush]], [[Disarm, Improved|Improved Disarm]], [[Feint, Improved|Improved Feint]], [[Trip, Improved|Improved Trip]], and [[Mobility]].


At 10th level, the following feats are added to the list:
At 10th level, the following feats are added to the list:
: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.
: [[Critical, Improved|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.
A monk need not have any of the prerequisites normally required for these feats to select them.




==== Unarmed Attack ====
=== Unarmed Attack ===
At 1st level, 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 (or Dex bonus, see Versatile Attack) on damage rolls for all his unarmed strikes.
At 1st level, 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 (or Dex bonus, see Versatile Attack) on damage rolls for all his unarmed strikes.


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''Table: Small or Large Monk Unarmed Damage''
''Table: Small or Large Monk Unarmed Damage''
{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
|- style="Background:SandyBrown; Color:White"
! Level || Damage (Small monk) || Damage (Large monk)  
! Level || Damage (Small monk) || Damage (Large monk)  
|-
|-
! 1st-2nd
! 1st-2nd
| 1d4 || 1d8  
| 1d4 || 1d8  
|-
|- style="Background:WhiteSmoke"
! 3rd-4th
! 3rd-4th
| 1d6 || 2d6
| 1d6 || 2d6
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! 5th-6th
! 5th-6th
| 1d8 || 2d8  
| 1d8 || 2d8  
|-
|- style="Background:WhiteSmoke"
! 7th-8th
! 7th-8th
| 2d6 || 3d6
| 2d6 || 3d6
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! 9th-10th
! 9th-10th
| 2d8 || 3d8  
| 2d8 || 3d8  
|-
|- style="Background:WhiteSmoke"
! 11th-12th
! 11th-12th
| 3d6 || 4d6
| 3d6 || 4d6
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! 13th-14th
! 13th-14th
| 3d8 || 4d8  
| 3d8 || 4d8  
|-
|- style="Background:WhiteSmoke"
! 15th-16th
! 15th-16th
| 4d6 || 6d6
| 4d6 || 6d6
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! 17th-18th
! 17th-18th
| 4d8 || 5d8
| 4d8 || 5d8
|-
|- style="Background:WhiteSmoke"
! 19th-20th
! 19th-20th
| 6d6 || 7d6  
| 6d6 || 7d6  
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==== Flurry of Blows (ex) ====
=== Flurry of Blows (ex) ===
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.  When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, siangham and temple sword) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat).  
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.  When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, siangham and temple sword) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat).  


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==== Echoing Strike (Ex) ====
=== Echoing Strike (Ex) ===
Beginning at 1st level, the Monk may make an additional attack when he attacks using a standard action.  This echoing strike follows all availability rules of Flurry of Blows, namely, unarmed attacks or special monk weapons only.  Echoing Strike also suffers the same to-hit penalties as Flurry of Blows.  (See table above.)  
Beginning at 1st level, the Monk may make an additional attack when he attacks using a standard action.  This echoing strike follows all availability rules of Flurry of Blows, namely, unarmed attacks or special monk weapons only.  Echoing Strike also suffers the same to-hit penalties as Flurry of Blows.  (See table above.)  


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==== Rattling Fist (Ex) ====
=== Rattling Fist (Ex) ===
At 1st level, the monk gains [[Rattling Fist]] as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a [[Rattling Fist]] attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 1st level, the monk gains [[Rattling Fist]] as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a [[Rattling Fist]] attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.




==== Evasion (Ex) ====
=== Evasion (Ex) ===
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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.
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful 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) ====
=== Fast Movement (Ex) ===
Beginning at 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Beginning at 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.




==== Maneuver Training (Ex) ====
=== Maneuver Training (Ex) ===
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus(CMB). Base attack bonuses granted from other classes are unaffected and are added normally.
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus(CMB). Base attack bonuses granted from other classes are unaffected and are added normally.




==== Still Mind (Ex) ====
=== Still Mind (Ex) ===
Beginning at 3rd level, the monk adds his WIS modifier as a bonus to his attack and damage rolls when attacking unarmed or using monk weapons. Additionally, any time a monk of 3rd level or higher must make a Will save, he rolls 2d20 and chooses the best result.
Beginning at 3rd level, the monk adds his WIS modifier as a bonus to his attack and damage rolls when attacking unarmed or using monk weapons. Additionally, any time a monk of 3rd level or higher must make a Will save, he rolls 2d20 and chooses the best result.




==== Ki Pool (Su) ====
=== Ki Pool (Su) ===
At 4th level, a monk gains a pool of ki 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 4th level, a monk gains a pool of ki 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.


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The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.


==== Slow Fall (Ex) ====
 
=== 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 gaining 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 (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level '''(how?)''' until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining 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 (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level '''(how?)''' until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.




==== High Jump (Ex) ====
=== High Jump (Ex) ===
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.  By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.  By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.




==== Purity of Body (Ex) ====
=== Purity of Body (Ex) ===
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Note that this does not overcome Mummy Rot, though if the monk is afflicted with it, it can be removed with a Remove Curse only, instead of requiring both a Remove Curse and a Cure Disease.
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Note that this does not overcome Mummy Rot, though if the monk is afflicted with it, it can be removed with a Remove Curse only, instead of requiring both a Remove Curse and a Cure Disease.




==== Wholeness of Body (Su) ====
=== Wholeness of Body (Su) ===
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.




==== Improved Evasion (Ex) ====
=== Improved Evasion (Ex) ===
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.




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




==== Abundant Step (Su) ====
=== Abundant Step (Su) ===
At 12th level or higher, a monk 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. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
At 12th level or higher, a monk 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. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.




==== Diamond Soul (Ex) ====
=== 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.  Lowering this spell resistance is a standard action for the monk.
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.  Lowering this spell resistance is a standard action for the monk.




==== Quivering Palm (Su) ====
=== Quivering Palm (Su) ===
Starting at 15th level, a monk can set up vibrations within the body of another creature that tears muscles and dislocates bones. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully, the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), or it takes 10 points of damage per class level of the Monk. If the saving throw is successful, the attack has no effect. This attack cannot be combined with other abilities such as Rattling Fist, but it may be used as part of a full attack action or as part of an Echoing Strike.
Starting at 15th level, a monk can set up vibrations within the body of another creature that tears muscles and dislocates bones. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully, the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), or it takes 10 points of damage per class level of the Monk. If the saving throw is successful, the attack has no effect. This attack cannot be combined with other abilities such as Rattling Fist, but it may be used as part of a full attack action or as part of an Echoing Strike.




==== Timeless Body (Ex) ====
=== 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.
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.




==== Tongue of the Sun and Moon (Ex) ====
=== Tongue of the Sun and Moon (Ex) ===
A monk of 17th level or higher can speak with any living creature.  This ability does not count as a language, and gives the monk no capability in any language, especially the secret ones like Druidic or Sphinx.  The monk's enlightenment conveys meaning and understanding through utter purity of spirit, bypassing language completely.  Handy trick, and very frustrating to Linguists.
A monk of 17th level or higher can speak with any living creature.  This ability does not count as a language, and gives the monk no capability in any language, especially the secret ones like Druidic or Sphinx.  The monk's enlightenment conveys meaning and understanding through utter purity of spirit, bypassing language completely.  Handy trick, and very frustrating to Linguists.




==== Empty Body (Su) ====
=== Empty Body (Su) ===
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.




==== Perfect Self (Su) ====
=== Perfect Self (Su) ===
At 20th level, a monk becomes a magical creature. He is forevermore treated as a native 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/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a non-chaotic 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.
At 20th level, a monk becomes a magical creature. He is forevermore treated as a native 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/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a non-chaotic 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.






=== Monk Example Build ===
== Monk Example Build ==
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build.  Note: This is not a suggested build. Heck, it's probably even not very good.  But what it WILL do is let you play without hours of investment, and it will perform more than adequately.  If you want to tweak, feel free!
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build.  Note: This is not a suggested build. Heck, it's probably even not very good.  But what it WILL do is let you play without hours of investment, and it will perform more than adequately.  If you want to tweak, feel free!


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19th Level:  Bonebreaker. This is just ugly, man.  UGLY.
19th Level:  Bonebreaker. This is just ugly, man.  UGLY.




== Epic Monk ==
== Epic Monk ==
=== Table: Epic Monk ===
=== Table: Epic Monk ===
{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
|- style="Background:SandyBrown; Color:White"
! Level || BAB || Fort || Refl || Will || Echoing Strike ||  Flurry of Blows || Unarmed Damage || Ki Bonus || Fast Movement || Special
! Level || BAB || Fort || Refl || Will || Echoing Strike ||  Flurry of Blows || Unarmed Damage || Ki Bonus || Fast Movement || Special
|-
|-
! 21st
! 21st
| +15/+10/+5 || +13 || +13 || +13 || +15/+15 || +15/+15/+10/+10/+5/+5 || 6d8 || 5 || +70 ft. || Align="Left" | Paragon of Inner Strength, The Willow Bends
| +15/+10/+5 || +13 || +13 || +13 || +15/+15 || +15/+15/+10/+10/+5/+5 || 6d8 || 5 || +70 ft. || Align="Left" | Paragon of Inner Strength, The Willow Bends
|-
|- style="Background:WhiteSmoke"
! 22nd
! 22nd
| +16/+11/+6 || +13 || +13 || +13 || +16/+16 || +16/+16/+11/+11/+6/+6 || 6d8 || 5 || +70 ft. || Align="Left" | Wholeness of Spirit
| +16/+11/+6 || +13 || +13 || +13 || +16/+16 || +16/+16/+11/+11/+6/+6 || 6d8 || 5 || +70 ft. || Align="Left" | Wholeness of Spirit
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! 23rd
! 23rd
| +16/+11/+6 || +14 || +14 || +14 || +16/+16 || +16/+16/+11/+11/+6/+6 || 5d10 || 5 || +70 ft. || Align="Left" | Transcendant Grace  
| +16/+11/+6 || +14 || +14 || +14 || +16/+16 || +16/+16/+11/+11/+6/+6 || 5d10 || 5 || +70 ft. || Align="Left" | Transcendant Grace  
|-
|- style="Background:WhiteSmoke"
! 24th
! 24th
| +17/+12/+7 || +14 || +14 || +14 || +17/+17 || +17/+17/+12/+12/+7/+7 || 5d10 || 6 || +80 ft. || Align="Left" | Dancing Step
| +17/+12/+7 || +14 || +14 || +14 || +17/+17 || +17/+17/+12/+12/+7/+7 || 5d10 || 6 || +80 ft. || Align="Left" | Dancing Step
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! 25th
! 25th
| +17/+12/+7 || +15 || +15 || +15 || +17/+17 || +17/+17/+12/+12/+7/+7 || 7d8 || 6 || +80 ft. || Align="Left" | Warrior of the Spirit
| +17/+12/+7 || +15 || +15 || +15 || +17/+17 || +17/+17/+12/+12/+7/+7 || 7d8 || 6 || +80 ft. || Align="Left" | Warrior of the Spirit
|-
|- style="Background:WhiteSmoke"
! 26th
! 26th
| +18/+13/+8 || +15 || +15 || +15 || +18/+18 || +18/+18/+13/+13/+8/+8 || 7d8 || 6 || +80 ft. || Align="Left" | Ascetic
| +18/+13/+8 || +15 || +15 || +15 || +18/+18 || +18/+18/+13/+13/+8/+8 || 7d8 || 6 || +80 ft. || Align="Left" | Ascetic
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! 27th
! 27th
| +18/+13/+8 || +16 || +16 || +16 || +18/+18 || +18/+18/+13/+13/+8/+8 || 6d10 || 6 || +90 ft. || Align="Left" | The Wellspring
| +18/+13/+8 || +16 || +16 || +16 || +18/+18 || +18/+18/+13/+13/+8/+8 || 6d10 || 6 || +90 ft. || Align="Left" | The Wellspring
|-
|- style="Background:WhiteSmoke"
! 28th
! 28th
| +19/+14/+9 || +16 || +16 || +16 || +19/+19 || +19/+19/+14/+14/+9/+9 || 6d10 || 7 || +90 ft. || Align="Left" | Grand Master
| +19/+14/+9 || +16 || +16 || +16 || +19/+19 || +19/+19/+14/+14/+9/+9 || 6d10 || 7 || +90 ft. || Align="Left" | Grand Master
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! 29th
! 29th
| +19/+14/+9 || +17 || +17 || +17 || +19/+19 || +19/+19/+14/+14/+9/+9 || 8d8 || 7 || +90 ft. || Align="Left" | Iron Fist
| +19/+14/+9 || +17 || +17 || +17 || +19/+19 || +19/+19/+14/+14/+9/+9 || 8d8 || 7 || +90 ft. || Align="Left" | Iron Fist
|-
|- style="Background:WhiteSmoke"
! 30th
! 30th
| +20/+15/+10 || +17 || +17 || +17 || +20/+20 || +20/+20/+15/+15/+10/+10 || 8d8 || 7 || +100 ft. || Align="Left" | Ki Strike
| +20/+15/+10 || +17 || +17 || +17 || +20/+20 || +20/+20/+15/+15/+10/+10 || 8d8 || 7 || +100 ft. || Align="Left" | Ki Strike
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! 31st
! 31st
| +20/+15/+10 || +18 || +18 || +18 || +20/+20 || +20/+20/+15/+15/+10/+10 || 7d10 || 7 || +100 ft. || Align="Left" | Divine Ascetic
| +20/+15/+10 || +18 || +18 || +18 || +20/+20 || +20/+20/+15/+15/+10/+10 || 7d10 || 7 || +100 ft. || Align="Left" | Divine Ascetic
|-
|- style="Background:WhiteSmoke"
! 32nd
! 32nd
| +21/+16/+11 || +18 || +18 || +18 || +21/+21 || +21/+21/+16/+16/+11/+11 || 7d10 || 8 || +100 ft. || Align="Left" | Three Inch Punch
| +21/+16/+11 || +18 || +18 || +18 || +21/+21 || +21/+21/+16/+16/+11/+11 || 7d10 || 8 || +100 ft. || Align="Left" | Three Inch Punch
Line 352: Line 347:
! 33rd
! 33rd
| +21/+16/+11 || +19 || +19 || +19 || +21/+21 || +21/+21/+16/+16/+11/+11 || 8d10 || 8 || +110 ft. || Align="Left" | Body Over Mind
| +21/+16/+11 || +19 || +19 || +19 || +21/+21 || +21/+21/+16/+16/+11/+11 || 8d10 || 8 || +110 ft. || Align="Left" | Body Over Mind
|-
|- style="Background:WhiteSmoke"
! 34th
! 34th
| +22/+17/+12 || +19 || +19 || +19 || +22/+22 || +22/+22/+17/+17/+12/+12 || 8d10 || 8 || +110 ft. || Align="Left" | Enlightened
| +22/+17/+12 || +19 || +19 || +19 || +22/+22 || +22/+22/+17/+17/+12/+12 || 8d10 || 8 || +110 ft. || Align="Left" | Enlightened
Line 358: Line 353:
! 35th
! 35th
| +23/+18/+13 || +20 || +20 || +20 || +23/+23 || +23/+23/+18/+18/+13/+13 || 7d12 || 8 || +110 ft. || Align="Left" | Five Point Exploding Palm Strike
| +23/+18/+13 || +20 || +20 || +20 || +23/+23 || +23/+23/+18/+18/+13/+13 || 7d12 || 8 || +110 ft. || Align="Left" | Five Point Exploding Palm Strike
|-
|- style="Background:WhiteSmoke"
! 36th
! 36th
| colspan="10" | Apotheosis!
| colspan="10" | Apotheosis!
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=== Epic Class Abilities ===
== Epic Class Abilities ==
 
===Paragon of Inner Strength (Ex)===
====Paragon of Inner Strength (Ex)====
The monk has perfected his inner strength. Each level of monk above 20th adds 1 ki point to his ki pool when determining the size of his ki pool (Example: If a 25th level Monk has a Wisdom modifier of +13, he would have 28 ki points, 10 for levels 1-20, 5 for five levels above 20th, and 13 for the high Wisdom score).
The monk has perfected his inner strength. Each level of monk above 20th adds 1 ki point to his ki pool when determining the size of his ki pool (Example: If a 25th level Monk has a Wisdom modifier of +13, he would have 28 ki points, 10 for levels 1-20, 5 for five levels above 20th, and 13 for the high Wisdom score).




====Quivering Palm (Su)====
===Quivering Palm (Su)===
At 21st level a monk may use the quivering palm ability one additional time per day. Note that the monk may only use this ability once per round.  At 25th, 29th, and 33rd level, a monk gains an additional use of Quivering palm per day.
At 21st level a monk may use the quivering palm ability one additional time per day. Note that the monk may only use this ability once per round.  At 25th, 29th, and 33rd level, a monk gains an additional use of Quivering palm per day.




====The Willow Bends (Ex)====
===The Willow Bends (Ex)===
At 21st level, the monk may spend 5 ki to use Echoing Strike as a Move action.  This may be used up to twice a round.
At 21st level, the monk may spend 5 ki to use Echoing Strike as a Move action.  This may be used up to twice a round.




====Wholeness of Spirit (Su)====
===Wholeness of Spirit (Su)===
Starting at 22nd level the Monk can now heal additional effects using his Wholeness of Body ability. He gains the Paladin's Mercy class feature. The Monk can immediately choose one status from the Paladins 3rd or 6th level mercies, may choose one status from the 9th level mercies at 27th level, and may choose one status from the 12th level Mercies at 33rd level.  Just as with the Paladin's Mercy ability, this status-curing effect is in addition to the healing ability of the Wholeness of Body ability.  Even more amazing, for an additional cost of 2 ki he may use this ability on others.  Namely, the Monk may heal himself for 2 ki or another person for 4 ki.
Starting at 22nd level the Monk can now heal additional effects using his Wholeness of Body ability. He gains the Paladin's Mercy class feature. The Monk can immediately choose one status from the Paladins 3rd or 6th level mercies, may choose one status from the 9th level mercies at 27th level, and may choose one status from the 12th level Mercies at 33rd level.  Just as with the Paladin's Mercy ability, this status-curing effect is in addition to the healing ability of the Wholeness of Body ability.  Even more amazing, for an additional cost of 2 ki he may use this ability on others.  Namely, the Monk may heal himself for 2 ki or another person for 4 ki.




====Transcendent Grace (Ex)====  
===Transcendent Grace (Ex)===  
At 23rd level the Monk may assume an ethereal state at will as if using the spell ethereal jaunt.  Using this ability is a swift action that consumes 3 points from his ki pool. Sustaining Transcendent Grace costs 1 ki point per round of combat or 1 ki point per minute out of combat. Sustaining Transcendent Grace is a free action. This ability only affects the monk and cannot be used to make other creatures ethereal.
At 23rd level the Monk may assume an ethereal state at will as if using the spell ethereal jaunt.  Using this ability is a swift action that consumes 3 points from his ki pool. Sustaining Transcendent Grace costs 1 ki point per round of combat or 1 ki point per minute out of combat. Sustaining Transcendent Grace is a free action. This ability only affects the monk and cannot be used to make other creatures ethereal.
   
   


====Dancing Step (Ex)====
===Dancing Step (Ex)===
Beginning at 24th level the Monk may use his Reflex save instead of any other save required for the cost of 1 ki point.  In addition, for the cost of 5 ki, the Monk may Move up to one half his normal Move as a swift action.  Using ki this way is not considered a Move action, but this movement still provokes as normal movement.
Beginning at 24th level the Monk may use his Reflex save instead of any other save required for the cost of 1 ki point.  In addition, for the cost of 5 ki, the Monk may Move up to one half his normal Move as a swift action.  Using ki this way is not considered a Move action, but this movement still provokes as normal movement.




====Warrior of the Spirit (Su)====
===Warrior of the Spirit (Su)===
When the monk reaches 25th level the DR provided by perfect self improves to DR 12/Chaotic.  At 29th level it becomes DR 14/Chaotic, and at 33rd level it improves again to DR 16/Chaotic.  
When the monk reaches 25th level the DR provided by perfect self improves to DR 12/Chaotic.  At 29th level it becomes DR 14/Chaotic, and at 33rd level it improves again to DR 16/Chaotic.  




====Ascetic(Su)====
===Ascetic(Su)===
At 26th level the Monk no longer needs to eat, drink, sleep, or breathe, although he still may if he wants to.  His maximum age is increased by his Monk level x his Wisdom modifier. Combining Ascetic with the 'Tongue of the Sun and Moon' ability means the monk can talk to you without using his mouth or breathing, which is both awesome and creepy.  
At 26th level the Monk no longer needs to eat, drink, sleep, or breathe, although he still may if he wants to.  His maximum age is increased by his Monk level x his Wisdom modifier. Combining Ascetic with the 'Tongue of the Sun and Moon' ability means the monk can talk to you without using his mouth or breathing, which is both awesome and creepy.  




====The Wellspring (Su)====  
===The Wellspring (Su)===  
At 27th level, the monk's physical perfection allows him to draw ever deeper on his source of ki. He gains an additional number of points in his ki pool equal to his Dexterity modifier. This is in addition to the ki points granted by the ki pool class feature.
At 27th level, the monk's physical perfection allows him to draw ever deeper on his source of ki. He gains an additional number of points in his ki pool equal to his Dexterity modifier. This is in addition to the ki points granted by the ki pool class feature.




====Grand Master (Su)====
===Grand Master (Su)===
At 28th level the Monk no longer needs to spend Ki points on any of the abilities granted by his Ki Pool power, instead activating them at will with a swift action for each. He may now spend 5 Ki points to make a Full Attack using only a Standard action. Lastly, he no longer needs to be within arms reach of a wall to activate his Slow Fall ability. The Monk simply glides safely to the ground, even in open air.
At 28th level the Monk no longer needs to spend Ki points on any of the abilities granted by his Ki Pool power, instead activating them at will with a swift action for each. He may now spend 5 Ki points to make a Full Attack using only a Standard action. Lastly, he no longer needs to be within arms reach of a wall to activate his Slow Fall ability. The Monk simply glides safely to the ground, even in open air.




====Iron Fist(Ex)====
===Iron Fist(Ex)===
At 29th level the Monk masters the Iron Fist.  His Unarmed Strike damage is treated as if having the [[Keen]] special property, adding 1 to his threat range.  This Iron Fist bonus will stack with all other adders to the threat range, including Keen.
At 29th level the Monk masters the Iron Fist.  His Unarmed Strike damage is treated as if having the [[Keen]] special property, adding 1 to his threat range.  This Iron Fist bonus will stack with all other adders to the threat range, including Keen.




====Ki Strike (Su)====
===Ki Strike (Su)===
At 30th level the Monk is able to hurl his ki outside his body.  By spending 1 Ki point per attack, the Monk can project his Unarmed Strikes as ray attacks with a range of Close (25 feet + 5 feet per level).  The Monk adds his Wisdom modifier to the damage in addition to all his other modifiers. He can do this in place of a normal Unarmed attack, or as part of a Full Attack, assuming he has the ki points to spend. How these attacks look are left to the player and referee, but we urge you, please strive to be tasteful.  In particular, shouting 'HADOKEN' or 'KAMEHAMEHA' when this ability is used is discouraged, as it grows tiresome quickly.  Just...trust us.
At 30th level the Monk is able to hurl his ki outside his body.  By spending 1 Ki point per attack, the Monk can project his Unarmed Strikes as ray attacks with a range of Close (25 feet + 5 feet per level).  The Monk adds his Wisdom modifier to the damage in addition to all his other modifiers. He can do this in place of a normal Unarmed attack, or as part of a Full Attack, assuming he has the ki points to spend. How these attacks look are left to the player and referee, but we urge you, please strive to be tasteful.  In particular, shouting 'HADOKEN' or 'KAMEHAMEHA' when this ability is used is discouraged, as it grows tiresome quickly.  Just...trust us.




====Divine Ascetic (Su)====
===Divine Ascetic (Su)===
At 31st level the Monk can spend 1 Ki point to render himself effectively weightless and gain a +20 on Acrobatics checks made to balance for 1 round. So long as the Monk moves at least 30 feet each round, he can move across water as if it were solid ground and run on walls and ceilings as if he were under the effect of a spider climb spell.  When moving on walls or ceilings, he must end his movement each round on level ground or begin floating downward under the effects of his Slow Fall ability. As always, you may use magical means to stick to the wall or ceiling.
At 31st level the Monk can spend 1 Ki point to render himself effectively weightless and gain a +20 on Acrobatics checks made to balance for 1 round. So long as the Monk moves at least 30 feet each round, he can move across water as if it were solid ground and run on walls and ceilings as if he were under the effect of a spider climb spell.  When moving on walls or ceilings, he must end his movement each round on level ground or begin floating downward under the effects of his Slow Fall ability. As always, you may use magical means to stick to the wall or ceiling.




====Three Inch Punch (Ex)====
===Three Inch Punch (Ex)===
At 32nd level the Monk masters the ultimate close combat attack. The Monk may use a full Flurry of Blows attack any time he is in control of a grapple, or while squeezing, while underwater, or in any other condition when he would normally be hindered, without penalty.
At 32nd level the Monk masters the ultimate close combat attack. The Monk may use a full Flurry of Blows attack any time he is in control of a grapple, or while squeezing, while underwater, or in any other condition when he would normally be hindered, without penalty.




====Body over Mind (Su)====
===Body over Mind (Su)===
At 33rd level the Monk can accomplish seemingly magical feats through physical perfection. By spending 5 Ki points, the Monk can act as if Hasted for 1 round. By spending 10 Ki points, he accomplishes the truly magical, enabling him to duplicate a Time Stop effect. Unlike the Time Stop spell this does not slow down other creatures, the Monk is simply moving supernaturally fast.
At 33rd level the Monk can accomplish seemingly magical feats through physical perfection. By spending 5 Ki points, the Monk can act as if Hasted for 1 round. By spending 10 Ki points, he accomplishes the truly magical, enabling him to duplicate a Time Stop effect. Unlike the Time Stop spell this does not slow down other creatures, the Monk is simply moving supernaturally fast.




====Enlightened (Su)====
===Enlightened (Su)===
At 34th level the Monk's prowess improves, providing a +20 perfection bonus on all Acrobatics checks. His Wholeness of Body and Wholeness of Spirit powers have their ki cost reduced by one, so that healing himself costs 1 ki and healing others costs 3 ki.   
At 34th level the Monk's prowess improves, providing a +20 perfection bonus on all Acrobatics checks. His Wholeness of Body and Wholeness of Spirit powers have their ki cost reduced by one, so that healing himself costs 1 ki and healing others costs 3 ki.   




====Five Point Exploding Palm Strike (Su)====
===Five Point Exploding Palm Strike (Su)===
At 35th level, the Monk gains the ultimate attack.  In this fearsome ability, the monk expends all five of his daily uses of Quivering Palm in a single, overwhelming, death strike.  The Fort saving throw DC is 10 + Monk level + Wisdom. If the target fails the save, it acquires the [[Unconscious]] status condition and its hit points drop to -10. If it makes its save, it acquires the [[Bloodied]] condition and immediately drops to half its total hit points. If the target already has the [[Bloodied]] condition and makes its save, this power has no effect. Timing is everything.
At 35th level, the Monk gains the ultimate attack.  In this fearsome ability, the monk expends all five of his daily uses of Quivering Palm in a single, overwhelming, death strike.  The Fort saving throw DC is 10 + Monk level + Wisdom. If the target fails the save, it acquires the [[Unconscious]] status condition and its hit points drop to -10. If it makes its save, it acquires the [[Bloodied]] condition and immediately drops to half its total hit points. If the target already has the [[Bloodied]] condition and makes its save, this power has no effect. Timing is everything.

Revision as of 21:30, 4 February 2016