Monk
“That was impressive! Try and hit me again –
with any luck, I’ll have as much to teach you as you are teaching me.”
In
the cities, mountains, and the distant corners of the multiverse lie
monasteries dedicated to self control, discipline, and the bettering of the mortal
condition. Since the breaking of the Crystal Gate and an increased frequency of
mortals manifesting Psionic powers, these monasteries have become more popular
with those who have the Psionic talent. Students at these monasteries learn to
fight without weapons or armour, and wield the power of their mind and soul as
a lethal weapon.
Different
monasteries often follow a different ethos; monasteries following the way of
the Godhand, for example, reside in the Astral Sea, and teach their students in
the ever-constant light and guidance of the gods. The way of the Mountainheart
promotes the body as a tool that needs to be crafted into perfection, so that
only the perfect mind can control it. The way of the Gutterrunner is less
esoteric than other ways, and promotes the belief that doing the best for all
mortals is not to train away from busy areas, but to be a part of the bustle of
the city, and learn the arts through the lessons civilisation has to teach.
Twilight Disciples learn lessons from Shadowdancers and the Assassin temples,
dictating that the path to mental perfection lies in the stillness and
precision of perfect timing and execution.
All
Monks are eventually convinced to leave the monastery to pursue experience in
the wider world. Many return, telling of wonders and bringing their allies with
them as guests. Many do not, content to keep their adventuring life apart from
their monastery. Some become so detached that they develop their own unique
fighting style, and when their days are done, they will find an ideal spot to
found a monastery of their own.
Class Traits
¨ Role: Monks are expert melee combatants. Their different
teachings offer them different combat abilities.
¨ Alignment: Varies
¨ Power
Source: Psionic.
¨ Key
Abilities: Strength, Dexterity, Constitution,
Wisdom.
¨ Armour
Proficiencies: Light Armour
¨ Weapon
Proficiencies: Monk Unarmed
Strike, Sickle, Quarterstaff, Sling, Crossbow.
¨ Bonuses to
Defence: +2 Fortitude
¨ Hit Points
at 1st level: 2d8+
Constitution score
¨ Hit Points
per level gained: d8+
Constitution modifier
¨ Healing
Surges per day: 8+
Constitution Modifier
¨ Skill Points
at 1st level: (4 +
Intelligence Modifier) x4
¨ Skill Points
per level: 4 + Intelligence Modifier
¨ Attack
Growth: 6
¨ Class
Skills: Acrobatics, Climb, Diplomacy, Escape
Artist, Endurance, Heal, Intimidate, Jump, Perception, Sense Motive, Stealth,
Swim.
Class
Features
Psionic Soul (1st level)
You can manifest Psionic power. Monks use Ki points to
fuel their Martial Arts; you do not manipulate the power of your mind to effect
the world, rather, you use your mind to direct the strength of your immortal
soul. Your maximum Ki pool is equal to your level + your WIS modifier x3. You
must take an extended rest to replenish your Ki pool.
Monk Unarmed
Strike (1st level)
Monks are adept at attacking with their fists. A
Monk's unarmed strike has a +3 proficiency and deals 1d6 damage. Each Monk has
a martial focus, where it be a holy artefact or personal item. This focus
augments a Monk's Unarmed attacks. When a Monk has a magical focus equipped,
they gain the focus’ enchantment bonus to their attack and damage rolls. In
addition, any non-physical attack granted by a Martial Art also benefits from
the Implements’ enchantment bonus.
Flurry of
Blows (1st level)
As a full attack action, a Monk can perform an extra
attack with their fists. At 7th and 14th level, you can perform an additional
attack with a Flurry of Blows. This attack can only be used if you are bear
handed, and are wearing cloth or no armour. Attacks made with a Flurry of Blows
cannot be distributed amongst adjacent targets.
Martial Arts (1st level)
At 1st level, choose two Martial arts to learn from
the following list. At 2nd level and every even level thereafter, choose
another Martial Art to learn. All Monks automatically know the Soul Charge and
Spirit Push powers.
Advancing
Flurry: Free action. 3 Ki. After you
successfully hit a target with your Flurry of Blows, you can slide the target 1
square, and shift 1 square to remain adjacent to it.
Bear's Claw: Advanced action. 3 Ki. You make a Bull Rush attack.
The target is pushed 3 squares instead of 1.
Cleansing
Chakra: Minor action. 5 Ki. Make a saving
throw to end an effect you can save against.
Crane's
Wings: Move action. 5 Ki. You make a jump
skill check with a +5 bonus. You count as running for the purpose for this
skill check, and the maximum distance you jump is not limited by your maximum
speed.
Cobra's
Advance: Move Action. 1 Ki. You move your
speed + 2.
Dragon Kick:
Advanced action. 2 Ki. You charge,
and can travel 2 additional squares for the charge action.
Dragon Tail
Sweep: Advanced action. 3 Ki. You make
your basic melee attack round against one creature, and that creature falls
prone.
Empty the
Well: Minor action. Your Ki pool drops
to 0. You gain temporary hit points equal to 2x the amount of Ki you lost.
Follow the
Needle: Move action. 1 Ki. You swap places
with one willing adjacent ally, or one adjacent prone target.
Formless
Strikes: Minor action. 1 Ki per turn. You
enter the Formless Fist stance. Whilst in this stance, you use WIS to determine
your Monk Unarmed Strike attack and damage rolls instead of your STR.
Furious
Flurry: Reduces your maximum Ki by 7. Your
Flurry of Blows gains an additional attack.
High Tide: Move action. 1 Ki. You shift 1 square and gain a
bonus to all defences equal to 1/2 your WIS
modifier (min 1) until the beginning of your next turn.
Improved
Monk Unarmed Strike: Reduces
your maximum Ki by 2. Your Monk Unarmed Strike increases its damage dice by 1
size.
Lesson of
the Mountain: Reduces your maximum Ki by 1. Your
maximum Hit Points rise by 5, and you gain another Healing Surge per day. You
can take this Martial Art multiple times to a maximum of 3.
Lion's Roar: Standard action. 3 Ki. You make a basic melee attack
against every target within your reach.
Monastic
Defences: Reduces your maximum Ki by 2. You
gain a +2 bonus to AC. This bonus rises by 1 per tier.
Monastic
Diversity: Reduces maximum Ki by 3. You learn
a Martial Art from one Monestary Training you do not have access to. The Ki
cost for this Martial Art does not replace any that comes with the Martial Art
you selected.
Monastic
Evasion: Reduces maximum Ki by 2. Your
Reflex rises by 2.
Monastic
Mind: Reduces maximum Ki by 2. Your Will
rises by 2.
Monastic
Movement: Reduces maximum Ki by 4. You gain
+1 movement. This Martial Art can be taken multiple times to a maximum of 5.
Open the
Gate: Free action. 1 Ki per turn. You
enter the Gate of Battle stance. Whilst active, you gain a bonus to attack and
damage rolls equal to 1/2 your WIS modifier (min 1). This stance stacks on and
can be used with other stances.
Purity of
Body: Reduces maximum Ki by 3. You are
immune to diseases, although you can still contract and spread them.
Quivering
Palm: Full round action. 25 Ki. You make
one basic melee attack against the target that inflicts no damage. The target
suffers ongoing 20 damage. If the target makes a successful save to end the
effect, the ongoing damage is reduced by 5 instead. If you miss the attack, the
target suffers ongoing 12 damage. If the target makes a successful save to end
the effect, the ongoing damage is reduced by 3 instead.
Ride the
Storm: Immediate reaction. 5 Ki. When an
enemy misses you with an attack, you can teleport a number of squares equal to
1/2 your WIS modifier (min 1). Any movement increasing effects also increase
the distance you can teleport by the same number of squares.
Sea of Ki: Your maximum Ki rises by 5. You can take this
Martial Art multiple times, to a maximum of 3.
Slow Fall: Reduces maximum Ki by 4. Whenever you would take
falling damage, reduce the number of damage die by 2.
Soul Charge:
Full round action. 0 Ki. You regain
1d4+ WIS modifier Ki points. This action provokes attacks of opportunity. You
cannot exceed your maximum number of Ki points with this ability. Any Ki points
generated with this ability dissipate at the end of the encounter.
Spirit Push: Advanced attack action. 3 Ki. You make a Wisdom vs
Will Implement attack against each adjacent enemy. The target is pushed 1
square.
Tiger's Hunt: Move action. 1 Ki. You shift 2 squares.
Unarmed
Adept: Reduces your maximum Ki pool by 5.
Your Monk Unarmed Strike deals an additional 2 damage. This bonus rises by 1
per tier.
Versatile
Flurry: Reduces your maximum Ki by 1. Your
Flurry of Blows attack can target a different creature than your main attack.
Weapon Adept: Reduces your maximum Ki pool by 4. You gain a +2
bonus to attack rolls whilst wielding weapons. This bonus rises by 1 per tier.
Monastery Training (1st level)
Pick one of the following Monastery trainings. Once
chosen, this cannot be changed. Each training adds a unique ability, an ability
score based bonus to AC, an extra class skill, and a set of learnable
techniques that is added to the full list above.
Godhand: Your power source also becomes Divine. You gain the
Channel Divinity of your deity as a bonus feat, and any powers that use Ki have
the Radiant keyword. You gain a bonus to AC equal to your WIS modifier. You add
Knowledge (Religion) to your class skill list. You gain access to the following
Martial Arts;
Detect Foe: Minor action. 1 Ki. You can sense targets with an
alignment opposing yours with a range of 15 squares.
Regain
Health: Move action. 12 Ki. You spend a
healing surge, and regain Hit Points equal to your surge value + WIS modifier.
Manifest Divinity: Free action. 15 Ki. You regain the use of your
Channel Divinity power, even if you have used it this encounter.
Disrupting Fist: Minor
Action. 4 Ki. Your next melee attack round ignores insubstantiality and Resistances.
The target is weakened until the end of their next turn.
Holy
Soulshield: Minor Action. You can spend as
much Ki as you want to activate this power. You gain Resist Physical, Necrotic
and Shadow equal to twice the amount of Ki you spent until the end of your next
turn.
Gutterrunner: Your power source also becomes Martial. You gain
Weapon Finesse as a bonus feat, and your Monk Unarmed Strike counts as a
finesse weapon for the purpose of that feat. You gain a bonus to AC equal to your
INT modifier. You add Disable Device to your class skill list. You gain access
to the following Martial Arts:
Handy: Reduces your maximum Ki pool by 1. You can draw, use
or stow an item once per round as a free action.
Gutterjump: Move action. You can spend as much Ki as you want to
activate this power. You make a Jump skill check. You gain a bonus to that
skill check equal to 10 + the amount of Ki you spent. Your maximum jump
distance is not limited by your maximum speed.
Street
Smarts: Reduces your maximum Ki pool by 3.
You gain a bonus to all Bluff, Diplomacy, Disable Device, Intimidate,
Perception and Sense Motive checks equal to your INT modifier.
Kidney Punch: Reduces your maximum Ki pool by 6. Once per round,
when you attack a target that grants combat advantage to you, you deal 1d6
extra damage. You can take this Martial Art multiple times to a maximum of
three.
Suppress
Impact: Immediate Reaction. You can spend
as much Ki as you want to activate this power. Whenever you would suffer
falling damage, you reduce the number of damage dice equal to the amount of Ki
you spent.
Keeper of Halidom: Your power source also becomes Primal. You gain a
bonus to attack and damage rolls equal to 1/2 your CON modifier. You gain a bonus
to AC equal to ½ your WIS modifier. You add Knowledge (Nature) and Survival to
your class skill list. You gain access to the following Martial Arts:
Root Step: Reduces your maximum Ki by 3. You can shift and run
over difficult terrain.
Body to Soul: Reduces your maximum Ki by 5. You can spend Hit
Points instead of Ki to power your Martial Arts.
Nature's
Bounty: Immeditate Reaction. 2 Ki. When
you damage a target with your Flurry of Blows, you gain temporary Hit Points
equal to your 2x CON modifier.
Keeper's
Wards: Reduces your maximum Ki by 3. All
animals that can see or hear you are more friendly to you by one degree. You gain a +5 bonus to Handle Animal checks.
Earth Sigil: Move action. 8 Ki. You gain a +5 bonus to saving
throws against poison, stun, daze, weakening and domination effects. You gain
damage resistance against all damage equal to your CON modifier. These bonuses
last a number of rounds equal to your CON modifier.
Hand of
Chaos: Your power source also becomes Arcane. You gain a bonus to your
maximum Ki pool equal to your STR modifier. You add Knowledge (Planes) and
Spellcraft to your class skill list. You know
all of the following Martial Arts:
Inferno: Advanced action. 7 Ki. You charge; your attack gains
the Fire Keyword. Any enemy that hits you during the charge suffers Fire damage
equal to your STR modifier. All of your attacks gain the benefit of your
charge.
Quake: Advanced action. 7 Ki. Close Blast 3, STR vs Reflex.
All targets in the Blast suffer 1d8 + STR modifier damage. This attack deals
another 1d8 damage at 6th level, and every 6th level thereafter.
Windstorm: Advanced action. 7 Ki. Ranged 5, Area 5, STR vs
Reflex. All creatures in the area that are pulled 1 square towards the centre
of the area. Creatures at the centre or cannot move to the centre are knocked
prone instead. The area lasts a number of rounds equal to your STR modifier
(the effect ends at the end of your turn).
Deluge: Advanced action. 7 Ki. Ranged 10, STR vs Reflex. Three
attacks. The target takes 1d4 + 1/2 STR modifier Cold damage. At
4th level and every 4th level thereafter, this Martial Art gains another
attack.
Mountainheart: Your power source also becomes Martial. Your Monk
Unarmed Strike deals 1d8 damage and gains the Brutal 1 trait. You gain a bonus to
AC equal to your CON modifier. You add Knowledge (Geography) to your class
skill list. You gain access to the following Martial Arts:
Sturdy Mountain: minor action. 1 Ki per
turn. You enter the Sturdy Mountain stance. Whilst you remain in this stance,
you are slowed and cannot shift. You cannot be pulled, pushed or slid whilst
you remain in this stance, and you gain an additional bonus to AC equal to ½ your CON modifier.
Raging River: minor action. 1 Ki per turn. You enter the Raging
River stance. Whilst you remain in this stance, your movement value is halved.
If you move or shift into a square occupied by another creature, you push that
creature into an adjacent square if it is within 1 size category above or below
yours. You gain a bonus to your damage rolls equal to 1/2 your CON modifier.
Sōkotsu: Full round action. 7 Ki. You
perform a full attack action and use your Flurry of Blows. The target of this
attack suffers ongoing damage equal to your CON modifier.
Senjuinrikio: Full round action. 7 Ki. You perform a full attack
action and use your Flurry of Blows. The critical threat of this attack rises
by 2.
Gōken: Reduces maximum Ki by 6. Your Monk Unarmed Strikes
deal extra damage equal to 1/2 your CON modifier.
Twilight Disciple: Your power source also becomes Shadow. You gain
proficiency with daggers and shortswords. You may use weapons with your Flurry
of Blows. You gain a bonus to AC equal to your INT modifier. You gain access to
the following Martial Arts:
Issekigan: Opportunity action. 5 Ki. When you are targeted by a
melee or ranged weapon attack, you can make an attack roll and compare it to
the attack roll of the triggering attack. If your roll matches or beats the
triggering roll, the attack counts as missed.
Utsusemi: Move action. 3 Ki. You shift 1 square, and a
duplicate of you remains in the square you left. This duplicate remains until
the end of your next turn. The duplicate is an illusion, and has no heft nor
does it cast a shadow. Enemies must
succeed a perception check against your Stealth check, or mistake the
duplicate for you. If an enemy hits the duplicate with an attack, it
dissipates.
Kurayami: Standard action. 4 Ki. Ranged 5, Wall 5. A 10 foot
high wall of thick smoke provides total concealment for all creatures in the
wall and those looking into the wall. The wall lasts a number of rounds equal
to your INT modifier.
Hojo: Standard action. 3 Ki. Ranged 5, DEX vs Fortitude.
The target is Slowed (save ends).
Jubaku: Standard action. 8 Ki. Ranged 5, DEX vs Fortitude. The
target must reroll successful hits (save ends).
Yonin: Minor action. 1 Ki per turn. You enter the Exposed
Ninjutsu stance. You Mark targets you hit with melee attacks, and gain a bonus
to AC and reflex equal to 1/2 your INT modifier.
Innin: Minor action. 1Ki per turn. You enter the
Camoflagued Ninjutsu stance. You gain a bonus to Stealth checks equal to 2x INT
modifier. The critical threat of your melee attacks rise by 3 if you attack a
target from a position of Stealth or concealment.
Chishi-sei: Reduces your maximum Ki pool by 2. Your melee weapon
attacks gain the High Crit property.
Aisha: Increase your maximum Ki pool by your INT modifier.
Clear Soul: Your maximum Ki pool is equal to your level + WIS
modifier x 5. You gain a bonus to AC equal to your CHR modifier. You add Fly
and Use Magical Device to your class skill list. You gain access to the
following Martial Arts:
Cloud Step: Minor action. 1 Ki per turn. You enter the Cloud
Step Stance. You can walk on air as if it were solid ground. If the stance ends
whilst you are airborne, you glide slowly down to the ground at a rate of 1
square per round.
Cloud Spring: Minor action. 6 Ki per hour. You enter the Cloud
Spring Stance. You gain the ability of overland flight at a rate of 8mph.
Ki Blast: Standard action. You can spend as much Ki as you
want to activate this power. You create a ranged attack, the range of the
attack is equal to the number amount of Ki you spent. All creatures in the line of the ranged
attack suffer a CHR vs Reflex attack that deals 1d6 + CHR modifier damage. At
6th level and every 6th level thereafter, this damage rises by 1d6. If you
consume 9 Ki or more to make the attack, it deals 1/2 damage if it misses.
Almighty
Pull: Standard action. 5 Ki. Ranged 10,
CHR vs Will. The target is pulled 5 squares.
Almighty
Push: Standard action. 10 Ki. Burst 2,
CHR vs Will. The target is pushed 5 squares.
Cataclysm: Full round action. 5 Ki per round. CHR vs Will. You
enter the Empyrean Devastation stance, you must consume a full round action
instead of a minor action to perpetuated the stance. Whilst in this stance, you
gain an Aura 4. All creatures in the aura are attacked, and suffer 1d4 + CHR
modifier damage. For every round after the first, the aura size increases by 2
and the damage increases by 1d4. For every round after the second, all
creatures hit by this attack are lifted 5 feet into the air. Every hit after
this lifts the target another 5 feet. A target descends 5 feet if they succeed
a saving throw, or if they pass a Fly skill check (DC equals the number of Ki
you have spent in total for Cataclysm.
A creature cannot make a Fly skill check unless they have the skill). When you
end the stance, any creatures in the air immediately fall unless they pass a
Fly skill check.
[Kudos to Wizards of the Coast for the image]