Yagura:SRD:Monk: Difference between revisions
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'''<span id="Willow Step">Willow Step</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvl 1) A true monk does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead. | '''<span id="Willow Step">Willow Step</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvl 1) A true monk does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead. | ||
'''<span id="Fatal Strike">Fatal Strike</span> ([[Yagura:SRD:Special Abilities Overview# | '''<span id="Fatal Strike">Fatal Strike</span> ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' (lvl 1) You have a [[Yagura:SRD:Natural Weapon|natural weapon]] Slam in addition to however else you are capable of attacking. This attack can be made with any part of your body, regardless of what might be held in your hands or whether or not you are hindered somehow. As a natural slam attack, if you use no other natural or manufactured weapons you add your Strength and a half to damage and may make iterative attacks if you have sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half your Strength modifier to damage. Your slam attack does a base of 1d8 damage for a Medium sized monk and does more or less damage as appropriate if you are larger or smaller than medium size. | ||
'''<span id="Fighting Style">Fighting Style</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Fighting Style Abilities: | '''<span id="Fighting Style">Fighting Style</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a [[Yagura:SRD:Swift Actions|Swift Action]] to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see [[#Naming Your Fighting Style|Naming Your Fighting Style]]), and provides two bonuses from the Fighting Style Abilities: |
Revision as of 18:58, 20 January 2015
Monk
Fantasy literature's view of the "martial artist" has about as much to do with a real martial artist as its view of salamanders has to do with real salamanders. But let's face the facts: Monks are totally sweet. They flip out and kill people with their hands. A Monk does not practice any "real" martial art, we call those people "Fighters" – a Monk practices an entirely magical martial art that only works in areas where badgers can talk and winged horses can fly.
Every Monk follows a different martial path that involves jumping super high and having glowing things coming off of their hands when they perform their super moves. Some monks use weapons, but most just use their hands and feet to devastating effect. Some Monks shout the names of their techniques in battle to demoralize their opponents, others stay aloof and silent during even the toughest of challenges.
Making a Monk
Monks are a combat class. They're meant to be good in combat and have a high Base Attack Bonus.
Abilities: You have a choice to crank either Dexterity or Wisdom; they'll both do the same thing for you. Aside from that, the Monk is a normal combat class.
Races: Because the martial paths of a Monk embrace all manners of comportment, from Stoic Lawfulness to Boisterous Chaos, almost every sapient race has those who take up the monk's path. With its lack of emphasis on ranged weaponry, few of the slower races turn towards these magical combat styles, and halflings and dwarves rarely become monks. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so orcs are as likely to become monks as kuo-toa are.
Starting Gold: 2d4×10 gp (50 gp).
Starting Age: As Monk.
Level | Base Attack Bonus |
Saving Throws | Special | Armor Bonus | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | Armored in Life, Fatal Strike, Willow Step, Fighting Style | +4 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | Rain of Flowers, Abundant Leap | +5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | Fighting Style | +5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | Diamond Soul | +6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | Fighting Style | +6 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +5 | +5 | Walk of a Thousand Steps | +7 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +5 | +5 | Fighting Style | +7 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +6 | +6 | Immaculate Diamond Soul | +8 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +6 | +6 | Master Fighting Style | +8 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +7 | +7 | Leap of the Clouds | +9 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
11th | +11/+6/+6 | +7 | +7 | +7 | Master Fighting Style | +9 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
12th | +12/+7/+7 | +8 | +8 | +8 | Master of the Four Winds | +10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
13th | +13/+8/+8 | +8 | +8 | +8 | Master Fighting Style | +10 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
14th | +14/+9/+9 | +9 | +9 | +9 | Master of the Four Seasons | +11 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
15th | +15/+10/+10 | +9 | +9 | +9 | Grand Master Fighting Style | +11 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
16th | +16/+11/+11/+11 | +10 | +10 | +10 | Master of Diamond Soul | +12 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
17th | +17/+12/+12/+12 | +10 | +10 | +10 | Grand Master Fighting Style | +12 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
18th | +18/+13/+13/+13 | +11 | +11 | +11 | Perfect Mastery | +13 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
19th | +19/+14/+14/+14 | +11 | +11 | +11 | Grand Master Fighting Style | +13 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
20th | +20/+15/+15/+15 | +12 | +12 | +12 | Grand Master of Flowers | +14 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Skills Class FeaturesAs a monk, all of the following are class features. Weapon and Armor Proficiency: You are proficient with all simple weapons. You are not proficient with any armor or shields of any kind. Armored in Life (Su): (lvl 1) You have a special Armor bonus whenever you are not using armor or shields in which you are not proficient. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If you wear armor in which you are proficient (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to your Armored in Life Armor Bonus. If you wear armor in which you are proficient that grants an armor bonus you retain your Armored in Life Armor Bonus, but the armor bonuses do not stack. Willow Step (Su): (lvl 1) A true monk does not seek to outrun the fist, but to anticipate it. If you would be allowed to add your Dexterity modifier to a Reflex Save or Armor Class, you may add your Wisdom bonus (if positive) instead. Fatal Strike (Ex): (lvl 1) You have a natural weapon Slam in addition to however else you are capable of attacking. This attack can be made with any part of your body, regardless of what might be held in your hands or whether or not you are hindered somehow. As a natural slam attack, if you use no other natural or manufactured weapons you add your Strength and a half to damage and may make iterative attacks if you have sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half your Strength modifier to damage. Your slam attack does a base of 1d8 damage for a Medium sized monk and does more or less damage as appropriate if you are larger or smaller than medium size. Fighting Style (Su): (lvls 1, 3, 5, 7) You learn a Fighting Style. Each Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see Naming Your Fighting Style), and provides two bonuses from the Fighting Style Abilities:
Rain of Flowers (Su): (lvl 2) Any time you inflict lethal damage, you may elect to inflict non-lethal damage instead. Any time you inflict non-lethal damage, you may elect to inflict lethal damage instead. Abundant Leap (Su): (lvl 2) Your ability to jump is unbounded by your height. In addition, the DC for any jump check is divided by two. Diamond Soul (Su): (lvls 4, 8, 16) You gain Spell Resistance equal to 5 + your character level. At 8th level, your soul becomes immaculate and your Spell Resistance improves to 10 + character level, and at 16th level you master your diamond soul and your spell resistance improves to 15 + character level. Walk of a Thousand Steps (Su): (lvl 6) Once per day, you may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated during this period, though their duration is normally going to be only 1 round. Master Fighting Style">Master Fighting Style (Su): (lvls 9, 11, 13) You learn a Master Fighting Style. Each Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Master Fighting Style must have a name (see Naming Your Fighting Style), and provides two bonuses from the Master Fighting Style Abilities. When you gain a new Master Fighting Style, you may replace one of your Fighting Styles with a different Fighting Style.
Leap of the Clouds (Su): (lvl 10) The DC for any jump check is divided by 5. Master of the Four Winds (Su): (lvl 12) Your breath of life is carried on the winds of fate. If you are restored to life, you gain no experience debt. Master of the Four Seasons (Su): (lvl 14) Time passes relentlessly in the world, but for you, the change of seasons is as no change at all. You no longer appear to age, never accumulate any additional penalties for growing older, and will never die of old age. Grand Master Fighting Style (Su): (lvls 15, 17, 19) You learn a Grand Master Fighting Style. Each Grand Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style), and provides two bonuses from the Grand Master Fighting Style Abilities. When you gain a new Grand Master Fighting Style, you may replace one of your Fighting Styles or Master Fighting Style with a different Style of the same type.
Perfect Mastery: (lvl 18) Once per day you may activate a Fighting Style, Master Fighting Style, or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this style is still a Swift Action. Other styles may be activated during this period, though their duration is normally going to be only 1 round. Grand Master of Flowers: (lvl 20) You become an Outsider, and immortal of legend. You gain the augmented subtype of his previous type, and has Damage Reduction of 20/Epic. Naming Your Fighting StyleRoll a d10, or choose an adjective, an animal, and a noun:
Note from the authors: Feel free to add any adjectives, animals, or nouns that you want. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense". |