[Unchained] Unchaining the Unchained Monk


Homebrew and House Rules

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MA

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Okay. I had a chance to look over it . . . not bad. Not exactly what I would have done, but then again, nothing ever is! :) It does address many of the issues. Good job, once again, but I think I'll share my own version as well.

Master Arminas's Unchained Monk.

MA


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Master Arminas’s Unchained Monk

Spoiler:

Alignment: Any lawful.

Hit Die: d8.

CLASS SKILLS
The monk’s class skills are Acrobatics (Dex), Climb (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), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

CLASS FEATURES
All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient 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 medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows 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 f lat-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: Blind-Fight, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Grapple, Improved Trip, Mobility, Nimble Moves, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list: Agile Steps, Gorgon’s Fist, Greater Bull Rush, Greater Disarm, Greater Feint, Greater Grapple, Greater Trip, Spring Attack, and Wind Stance.

At 10th level, the following feats are added to the list: Critical Focus, Improved Critical, Lightning Stance, Medusa’s Wrath, Snatch Arrows, and Whirlwind 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.

A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows.

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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown on the table above. The unarmed damage values listed on the Class Features Table above are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage. See the table below:

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 a bonus to his land speed, as shown on the Class Features Table above. A monk in armor or carrying a medium or heavy load loses this extra speed.

High Jump (Ex): As long as a monk or 3rd level or higher has at least 1 point in his ki pool (see below), he 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 an additional +20 bonus on Acrobatics checks to jump for 1 round.

Ki Pool (Su): At 3rd 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 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. At 19th level, a lawful good monk treats his unarmed strikes as good weapons for the purpose of overcoming damage reduction, while a lawful evil monk treats his unarmed strikes as evil weapons for the purpose of overcoming damage reduction. A lawful neutral monk must choose whether his unarmed strikes will be considered good or evil (once this decision is made it cannot be changed).

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.

By spending 1 point from his ki pool as an immediate action, a monk can grant himself a +4 dodge bonus to AC until the end of his next turn.

By spending 1 point from his ki pool as a swift action, a monk can grant himself a sudden burst of speed. This increases the monk’s base land speed by 30 feet for 1 minute.

By spending 1 point from his ki pool as a swift action, a monk can increase the save DC of his stunning fist by +4. The monk must declare that he is spending the ki point before the opponent rolls his saving throw versus Stunning Fist, but he may wait until after he has confirmed that the attack has struck the foe.

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.

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.

Normally, he cannot take other creatures with him when he uses this ability. However, by spending 1 additional point from his ki pool, a monk may take one willing creatures with him.

A monk must be at least 8th level before selecting this ki power.

Cobra Breath (Su): Whenever a monk with this ki power is struck by an attack that deliver poison, he can (as an immediate action) spend 1 point from his ki pool to channel and then release that poison as a ranged touch attack against a single foe within 30 feet (treat this attack as an attack of opportunity). 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.

If the monk chooses to spend an additional ki point (for a total of 2), then the DC of the poison is increased by +2.

A monk must be at least 10th level before selecting this ki power.

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.

Diamond Resilience (Ex): By spending 1 point from his ki pool as an immediate action, the monk gains DR 2/-. This DR lasts for 1 minute.

At 14th level, the damage reduction granted by this ki power increases to DR 4/-; at 18th level it increases again to DR 6/-.

A monk must be at least 10th level before selecting this ki power.

Diamond Soul (Ex): A monk can spend 1 point from his ki pool as an immediate 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.

The monk can choose to spend an additional point from his ki pool when activating this power to increase the conferred spell resistance by +4.

A monk must be at least 12th level before selecting this ki power.

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 unarmed 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.

Elemental Burst (Su): A monk with this ability can spend 4 ki points to unleash a gout of energy in a 20-foot burst, centered on the monk. All creatures within the burst (except the monk) 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.

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 consume 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.

A monk must be at least 14th level before selecting this ki power.

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.

Formless Mastery (Ex): A monk with this ability varies his styles, never repeating the same move twice and capitalizing on the weaknesses of an opponent’s style. As long as he is not using a Style Stance (see Style Feats) and the monk has at least one point remaining in his ki pool, he gains the following bonuses against any opponent employing a Style Stance: a +4 dodge bonus to AC, a +4 circumstance bonus on attack rolls, and a bonus equal to his monk level on damage rolls.

A monk must be at least 6th level before selecting this ki power.

Inner Peace (Sp): A monk with this ability can spend 1 ki point as a swift action to bestow a +1 enhancement bonus on his unarmed strikes. This bonus lasts for 1 minute.

At 8th level, and every four levels gained as a monk thereafter, this enhancement bonus increases by an additional +1, to a maximum enhancement bonus of +5 at 20th level.

Insightful Wisdom (Su): A monk with this ability can spend 1 ki point 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.

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 of his attack, that opponent’s cost to activate abilities with ki increases by 2 ki points 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 of this 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.

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 willing 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 corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding 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 effect as if he had failed the saving throw.

A monk must be at least 6th level before selecting this ki power.

Ki Hurricane (Ex): As a full-round action, a monk with this ability can spend 4 points from his ki pool to move up to twice his speed. At any point in that movement, the monk can make his normal attacks from flurry of blows, regardless of the distance that he has moved or between any two (or more) chosen targets. However, the monk must move at least 10’ between each attack that he makes and he may not attack the same foe twice in a row (he may attack one foe multiple times, but only if he moves ‘back-and-forth’ between that foe and at least one other opponent).

For example, an 11th level monk has a movement of 60’ and a flurry of blows attack routine of +11/+11/+11/+6/+1 (without spending a point of ki). By activating Ki Hurricane, the monk can move up to 120’ while still making up to five separate attacks on up to five separate opponents. He might (as an example) move 30’, hit one opponent at +11, then move another 20’ and strike a second foe (at +11) before moving 15’ to hit a third (at +11) and then 15’ again to strike the second again (at +6), before moving 25’ to hit a fourth opponent (at +1) and then using the last 15’ of movement to move away from all foes.

A monk using this ability does not provoke attacks of opportunity due to movement.

A monk must be at least 10th level before selecting this ki power.

Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. As long as he has at least 1 point 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.

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.

Ki Range (Su): A monk with this ability increases the range increment of any thrown monk weapon by 20 feet, so long as the monk has at least 1 point remaining in his ki pool. Apply this benefit before doubling the range increment with the Far Shot feat.

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, as per the spell. In order to use this ability, a monk must have at least one point of ki remaining in his ki pool before his sleep and he must sleep (uninterrupted) for at least 2 hours.

A monk must be at least 10th level before selecting this ki power.

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 though he were under the affect of spell turning (as per the spell).

A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power.

Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. As long as the monk has at least one point remaining in his ki pool, he ignores all difficult terrain.

In addition, if the monk activates the feather balance ki power, he can cross any solid surface while that power is active, even if it would normally not support his weight. This does not allow him to walk on liquids.

A monk must be at least 6th level and have the feather balance ki power before selecting this ki power.

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 unarmed strike against a foe as a touch attack. He adds 1/2 his monk level as a bonus on 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.

Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power.

Any ki power or class feature listed in this revised class that is duplicated (in part or whole) by an existing qinggong ki power must be used rather than the ones listed on the older archetype.

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 and have the feather balance ki power before selecting this ki power.

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 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 feather balance ki power before selecting this ki power.

Still Mind (Ex): At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

In addition, the monk receives a +2 insight bonus on all Will saving throws. At 5th level, and every five levels gained as a monk thereafter, this bonus increases by an additional +1 to a maximum insight bonus of +6 at 20th level.

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 two types of style strike.

Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike 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 9th level a monk can designate up to two of his unarmed strikes each round as a style strike. The monk must choose a different style strike for each attack.

At 13th level a monk can designate up to three of his unarmed strikes each round as a style strike. The monk must choose a different style strike for each attack.

At 17th level a monk can designate up to four of his unarmed strikes each round as a style strike. The monk must choose a different style strike for each attack.

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 the monk’s next turn. This bonus does not stack with itself, but does stack with the +4 dodge bonus to AC gained via spending ki (see ki pool above).

Elbow Smash: The monk follows up a successful attack with an additional rapid strike. If the attack hits, the monk can make an additional attack using the same attack bonus as the successful attack at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal.

Flying Kick: The monk leaps through the air to strike a foe. 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 can take place either before or between any of a monk’s normal flurry of blows attacks. This movement provokes an attack of opportunity as normal.

Foot Stomp: The monk makes a deep muscle strike, 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.

Hammerblow: The monk focuses his concentration and ki dealing tremendous damage with one attack. 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.

Head-Butt: The monk strikes a cluster of vulnerable nerves on his foe, leaving that opponent 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 –2 penalty on this check (-4 for Outsiders, -8 for Aberrations. Undead and constructs are unaffected by this style strike).

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).

Knockback Kick: The monk attempts to knock his foe back with a powerful blow. 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 from the monk, although it does from any other creature adjacent to the foe’s path of forced movement. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement.

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.

Shattering Punch: The monk delivers a brutal strike that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.

Spin Kick: The monk spins about, delivering a strike 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 a similar effect cannot be caught flat-footed by this style strike.

Slow Fall (Su): At 6th level, a monk within arm’s reach of a wall (tree branches, vines, etc.; any objects that can be used to slow a monk’s fall) can use it to slow his descent, so long as the monk has at least one 1 ki point remaining in 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 (or other objects) for the entire length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to some object).

Wholeness of Body (Su): A monk of 7th level or higher can heal his own wounds as a swift action. By spending 1 point from his ki pool, he can heal an amount of damage equal to 3d6.

At 9th level, and every odd level gained as a monk thereafter (11th, 13th, etc.), the amount of damage healed increases by +1d6 (to a maximum of 9d6 at 19th level.

If the monk spends an additional point of ki when activating this ability (2 total), he adds his monk level to the die result to determine the total amount of damage healed.

Alternatively, a monk may instead heal ability damage instead of normal hit point damage. By spending 2 points from his ki pool as a full-round action, the monk may heal 3 points of ability damage that he has suffered. The monk may split this healing among multiple damaged ability scores as the monk desires.

At 9th level, and every odd level gained as a monk thereafter (11th, 13th, etc.), the amount of ability damage healed increases by +1 (to a total of 9 points at 19th level.

Diamond Body (Su): Starting at 8th level, a monk gains immunity to all poisons.

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 11th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Flawless Mind: At 13th 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.

Quivering Palm (Su): At 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. To use quivering palm, a monk must have at least 2 points remaining in his ki pool. The monk makes an attack (this can be a single attack, part of a flurry of blows, or a charge, but quivering palm cannot be combined with a style strike, see above). A monk may attempt only one quivering palm attack each day (but see below).

The monk must declare (before making an attack roll) that the chosen attack will be a quivering palm strike. 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.

The monk can, after the attack successfully strikes the monk’s foe, but before damage is rolled, spend 1 or 2 points from his ki pool as an immediate action to increase the save DC of the quivering palm attack. Each ki point spent raises the DC by +2 (to a maximum increase of +4 to the save DC for spending 2 points).

At 17th level and again at 19th level, the monk gains a second (and third, respectively) daily use of this ability.

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.

Perfect Self: At 20th level, a monk undergoes a transformation. For the purpose of spells and magical effects, he become a native outsider and 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 can 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 monk 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.


(bruh, dont link to a doc and then dump the contents of the doc)


AndIMustMask wrote:
(bruh, dont link to a doc and then dump the contents of the doc)

Usually, when I post one of these, I get asked for a separate link. I just went ahead and posted it here so that folks could read it AND gave that separate link before anyone could ask me for it.

Sorry if it annoys you.

MA


I wish you had put it in a spoiler though. It makes scrolling up and down this page pretty hard.


(that isnt to say i dont appreciate the info-post though personally)


master arminas wrote:

Master Arminas’s Unchained Monk

** spoiler omitted **...

I like it, MA! It's along the same lines - keeping some abilities in class and others (the situational ones) as optional. Nice!


Pathfinder Rulebook Subscriber

What about... Just gestalting the old monk with the new monk? That would even let you use old archetypes, potentially. May still need to give it the Ki pool of Level + Wis, but that would certainly be a straight upgrade.

Also, I'm using the automatic bonus progression in the new campaign I'm running, and theoretically that should stealth buff the monk a little. Still leaves the MAD issue, though. Was considering maybe just giving the class a flat will boost or a higher point buy than other classes.


Mind over Matter: By the time he reaches level 1, a Monk has mastered the art of striking not with his muscles, but with the strength of his soul. A monk can use Wisdom instead of Strength for purposes of Attack and Damage, Combat Maneuvers, Strength checks to break things and Climb/Swim checks. He is still susceptible to Encumbrance according to his Strength stat.

Special: a Monk with levels in additional classes treats his Wisdom Bonus for Mind Over Matter as his Monk Level [not modified by Monk's Robe or similar] or Wisdom Bonus, whichever is lower.

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