master arminas
First Post
Hi everyone! This is my first post here, so I thought I would show you all the revised monk which I allow in the campaign that I run. Not for everyone, kiddies, but hope you enjoy it!
The Grand Master Arminas
Monk
Alignment: Lawful good, lawful neutral, or lawful evil.
Hit Die: d8
Skill Points: 6 + Intelligence modifier per level (4x at 1st level)
Class Skills: Balance (Dexterity), Climb (Strength), Concentration (Constitution), Craft: Any (Intelligence), Diplomacy (Charisma), Escape Artist (Dexterity), Hide (Dexterity), Jump (Strength), Knowledge: Arcana (Intelligence), Knowledge: Religion (Intelligence), Listen (Wisdom), Move Silently (Dexterity),
Profession: Any (Wisdom), Spot (Wisdom), Swim (Strength), Tumble (Dexterity)
Weapon and Armor Proficiency: The monk is proficient with all simple weapons, but not with any armor or shield. The DM may include additional weapons specific to whatever order to which the monk belongs. One-handed light simple weapons may be used in a weapon kata or style, in which the monk gains his unarmed base attack bonus and ability to flurry of blows. The DM may rule that monks can used a quarterstaff with his UBAB and FOB, but that is the DM’s discretion. If the DM does allow that option, then the quarterstaff is no longer considered to be a double weapon while the monk is using his UBAB and FOB.
Special Rules for Monk Armor Bonus: A monk adds his or her wisdom bonus (if any) to AC, in addition to his or her normal Dexterity modifier, and receives a special defense bonus as the monk increases in level. The Wisdom bonus and defense bonus represent a preternatural awareness of danger, and the monk does not lose either even in situations when he or she loses her Dexterity bonus due to being unprepared, ambushed, stunned, and so on.
Special Rules for Monk Attack Bonus: A monk adds his or her Wisdom bonus (if any) to all melee and ranged attack to-hit rolls, in place of either Strength (melee) or Dexterity (ranged). The rationale behind this is that a monk’s attack is not completely physical, they strike not only the body, but also the soul contained within. As such, it is Wisdom that controls where they strike, not their physical strength or coordination, inflicting damage where it is most effective, not just striking their targets randomly.
Table I:
Level BAB Fort Ref Will Special
1 + 0 + 2 + 2 + 2 Unarmed Strike, Stunning Fist, Evasion, Weapon Mastery
2 + 1 + 3 + 3 + 3 Deflect Arrows
3 + 2 + 3 + 3 + 3 Still Mind
4 + 3 + 4 + 4 + 4 Slow Fall, Ki Strike
5 + 3 + 4 + 4 + 4 Purity of Body
6 + 4 + 5 + 5 + 5 Improved Trip
7 + 5 + 5 + 5 + 5 Wholeness of Body, Leap of the Clouds, Prone Fighting
8 + 6/+ 1 + 6 + 6 + 6 Ki Strike (+ 2)
9 + 6/+ 1 + 6 + 6 + 6 Improved Evasion
10 + 7/+ 2 + 7 + 7 + 7 Distance Death, Speed of the Viper
11 + 8/+ 3 + 7 + 7 + 7 Diamond Body
12 + 9/+ 4 + 8 + 8 + 8 Abundant Step, Ki Strike (+ 3)
13 + 9/+ 4 + 8 + 8 + 8 Diamond Soul
14 + 10/+ 5 + 9 + 9 + 9 Blindsight
15 + 11/+ 6/+ 1 + 9 + 9 + 9 Quivering Palm
16 + 12/+ 7/+ 2 + 10 + 10 + 10 Timeless Body, Ki Strike (+ 4)
17 + 12/+ 7/+ 2 + 10 + 10 + 10 Tongue of the Sun and Moon
18 + 13/+ 8/+ 3 + 11 + 11 + 11
19 + 14/+ 9/+ 4 + 11 + 11 + 11 Empty Body
20 + 15/+ 10/+ 5 + 12 + 12 + 12 Perfect Self, Ki Strike (+ 5)
Table II:
Level Unarmed BAB Damage Defense Movement
1 + 0 1d6 + 1 40'
2 + 1 1d6 + 1 40'
3 + 2 1d6 + 1 40'
4 + 3 1d6 + 1 40'
5 + 3 2d4 + 2 50'
6 + 4/+ 1 2d4 + 2 50'
7 + 5/+ 2 2d4 + 2 50'
8 + 6/+ 3 2d4 + 2 50'
9 + 6/+ 3 2d6 + 3 60'
10 + 7/+ 4/+ 1 2d6 + 3 60'
11 + 8/+ 5/+ 2 2d6 + 3 60'
12 + 9/+ 6/+ 3 2d6 + 3 70'
13 + 9/+ 6/+ 3 2d8 + 4 70'
14 + 10/+ 7/+ 4/+ 1 2d8 + 4 70'
15 + 11/+ 8/+ 5/+ 2 2d8 + 4 80'
16 + 12/+ 9/+ 6/+ 3 2d8 + 4 80'
17 + 12/+ 9/+ 6/+ 3 3d6 + 5 80'
18 + 13/+ 10/+ 7/+ 4/+ 1 3d6 + 5 90'
19 + 14/+ 11/+ 8/+ 5/+ 2 3d6 + 5 90'
20 + 15/+ 12/+ 9/+ 6/+ 3 3d6 + 5 90'
Weapon Mastery: A monk fighting with weapons gains a weapon damage bonus equal to the monk defense bonus for his level. This damage bonus does not apply to his unarmed attacks.
Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat, and thus does not provoke attacks of opportunity from an armed opponent whom he or she attacks. The monk may choose, without penalty, to inflict either subdual or lethal damage with an unarmed attack. The monk is also an expert at grapples, and can likewise choose to inflict subdual or lethal damage during a grappling attack.
Flurry of Blows: A monk may make one additional attack per melee round, at his or her highest base attack value, but all the attacks (normal and bonus) suffer a - 2 penalty to hit. Flurry of Blows requires the full-attack action, preventing the monk from moving more than a single 5’ step. Flurry of blows can be used with the monk’s unarmed attacks, or with weapons, provided that the weapon is one in which the monk if proficient and that the weapon is light. The DM can make an exception if he has approved the quarterstaff as a special monk weapon.
Stunning Fist: Three times per day, plus the monk's Wisdom modifier, the monk may make a stunning fist attack. This ability can be used only once per melee round. If the attack hits, the opponent must make Fortitude save (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, the opponent, if the save fails, is stunned for one melee round. The monk may only stun living creatures that are vulnerable to critical hits. This is an extraordinary ability.
Evasion: If the monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. At 9th level, the monk gains improved evasion. Improved evasion allows the monk to take only one-half normal damage, even if the reflex save is failed. This is an extraordinary ability.
Fast Movement: A monk of 1st level or higher moves faster than normal. A speed of up to and including 50’ is considered to be extraordinary. Higher speeds are considered to be supernatural.
Deflect Arrows: A monk of 2nd level or higher gains the Deflect Arrows feat at no cost.
Still Mind: A monk of 3rd level or higher is granted a special + 2 bonus to all saving throws versus mind-affecting magics and psionics of all types. This is an extraordinary ability.
Ki Strike: A monk of 4th level or higher imbues his unarmed attacks with ki, allowing them to affect creatures with damage reduction. The monks unarmed attacks are considered to have a + 1 enhancement bonus for purposes of damage reduction only. This increases to + 2 at 8th level, + 3 at 12th level, + 4 at 16th level, and + 5 at 20th level.
Slow Fall: A monk of 4th level or higher takes damage from a fall as if it were 20 feet shorter than it actually is, so long as the monk is within arm's distance of a solid object, such as a tree, rope, cliff, wall, etc. This increases by 5’ per level of the monk to a maximum of 100’ at 20th level. This is an extraordinary ability at 40’ or less. At greater distances, this ability becomes supernatural.
Purity of Body: A monk of 5th level or higher gains immunity to all diseases, except for magical diseases. This is a supernatural ability.
Improved Trip: A monk of 6th level or higher gains the Improved Trip feat at no cost.
Wholeness of Body: A monk of 7th level or higher can cure his or her own wounds. The monk can heal himself of up to his Wisdom modifier (if positive, minimum of 1 regardless) times his level in hit points per day, and he can spread this ability out among multiple uses. Wholeness of Body is a supernatural ability.
Leap of the Clouds: A monk of 7th level or higher is no longer limited by his or her height in the monk's jumping distance, both vertical and horizontal. This is an extraordinary ability.
Prone Fighting: A monk of 7th level or higher gains the Prone Attack feat, even if he does not meet the prerequisites.
Distance Death: A monk of 10th level, or higher, gains access to a special attack. The monk must use the full attack option to use this distance death attack. The use of this ability requires one of the monk’s daily stunning attacks. The ability allows the monk to make a ranged unarmed attack at a single target within 25’ of the monk, plus 5’ per every two levels. A standard attack roll is made, and, if successful, the target takes the damage as if the monk were adjacent to them.
Speed of the Viper: A monk of 10th level or higher gains the ability to haste, as per the 3rd level arcane spell, for a number of rounds per day equal to his monk level. The monk may use this ability at will, any number of times per day, so long as the maximum duration is not exceeded. This is a spell like ability.
Diamond Body: A monk of 11th level or higher gains immunity to all poisons. This is a supernatural ability.
Abundant Step: A monk of 12th level or higher gains the ability to dimension door, as per the arcane spell, once per day, as if cast by a sorcerer of one-half the monk's level. This is a spell like ability.
Diamond Soul: A monk of 13th level or higher gains spell resistance equal to his or her level + 10. This increases as the monk's level increases. This is a supernatural ability.
Blind-sight: A monk of 14th level or higher gains blind-sight in a 5’ radius. The monk gains an additional 5’ for every level gained above 14th. Blind-sight 5’ radius is an extraordinary ability. Blind-sight 10’ radius and greater is a supernatural ability.
Quivering Palm: A monk of 15th level or higher gains the quivering palm attack. The monk can use this ability only once a week. The monk must be of higher level, or greater hit die, than the target, and it must be able to be affected by critical hits. If the monk's unarmed attack hits, and causes damage, then the quivering palm attack succeeds. At any point thereafter, up to 1 day per level of the monk, the monk can, as a free action, will the target to die. The target must make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). If the save fails, then the target dies. If the save succeeds, the target takes damage equal to the level of the monk. This is a supernatural ability.
Timeless Body: A monk of 17th or higher level no longer suffers ability penalties for aging and cannot be magically aged. This is a supernatural ability.
Tongues of the Sun and the Moon: A monk of 17th or higher level can communicate with any living creature. This is a supernatural ability.
Empty Body: A monk of 19th or higher level can assume an ethereal state for 1 round per level per day, as per the spell etherealness. A monk cannot take anyone else ethereal with them. It takes a standard action to become ethereal, but only a free action to reenter the material world. Empty body is a supernatural ability.
Perfect Self: A 20th level monk is forever treated as an outsider, rather than as a humanoid. The monk gains damage reduction 20/+ 1 and becomes immune to spells such as charm person and hold person that do not affect outsiders. However, they do become vulnerable to spells such as magic circle against law, and may find themselves unable to cross such barriers if their spell resistance checks fail. As a side-note, unless the monk has been summoned, they are able to make physical contact with people protected by a protection from law spell.
The Grand Master Arminas
Monk
Alignment: Lawful good, lawful neutral, or lawful evil.
Hit Die: d8
Skill Points: 6 + Intelligence modifier per level (4x at 1st level)
Class Skills: Balance (Dexterity), Climb (Strength), Concentration (Constitution), Craft: Any (Intelligence), Diplomacy (Charisma), Escape Artist (Dexterity), Hide (Dexterity), Jump (Strength), Knowledge: Arcana (Intelligence), Knowledge: Religion (Intelligence), Listen (Wisdom), Move Silently (Dexterity),
Profession: Any (Wisdom), Spot (Wisdom), Swim (Strength), Tumble (Dexterity)
Weapon and Armor Proficiency: The monk is proficient with all simple weapons, but not with any armor or shield. The DM may include additional weapons specific to whatever order to which the monk belongs. One-handed light simple weapons may be used in a weapon kata or style, in which the monk gains his unarmed base attack bonus and ability to flurry of blows. The DM may rule that monks can used a quarterstaff with his UBAB and FOB, but that is the DM’s discretion. If the DM does allow that option, then the quarterstaff is no longer considered to be a double weapon while the monk is using his UBAB and FOB.
Special Rules for Monk Armor Bonus: A monk adds his or her wisdom bonus (if any) to AC, in addition to his or her normal Dexterity modifier, and receives a special defense bonus as the monk increases in level. The Wisdom bonus and defense bonus represent a preternatural awareness of danger, and the monk does not lose either even in situations when he or she loses her Dexterity bonus due to being unprepared, ambushed, stunned, and so on.
Special Rules for Monk Attack Bonus: A monk adds his or her Wisdom bonus (if any) to all melee and ranged attack to-hit rolls, in place of either Strength (melee) or Dexterity (ranged). The rationale behind this is that a monk’s attack is not completely physical, they strike not only the body, but also the soul contained within. As such, it is Wisdom that controls where they strike, not their physical strength or coordination, inflicting damage where it is most effective, not just striking their targets randomly.
Table I:
Level BAB Fort Ref Will Special
1 + 0 + 2 + 2 + 2 Unarmed Strike, Stunning Fist, Evasion, Weapon Mastery
2 + 1 + 3 + 3 + 3 Deflect Arrows
3 + 2 + 3 + 3 + 3 Still Mind
4 + 3 + 4 + 4 + 4 Slow Fall, Ki Strike
5 + 3 + 4 + 4 + 4 Purity of Body
6 + 4 + 5 + 5 + 5 Improved Trip
7 + 5 + 5 + 5 + 5 Wholeness of Body, Leap of the Clouds, Prone Fighting
8 + 6/+ 1 + 6 + 6 + 6 Ki Strike (+ 2)
9 + 6/+ 1 + 6 + 6 + 6 Improved Evasion
10 + 7/+ 2 + 7 + 7 + 7 Distance Death, Speed of the Viper
11 + 8/+ 3 + 7 + 7 + 7 Diamond Body
12 + 9/+ 4 + 8 + 8 + 8 Abundant Step, Ki Strike (+ 3)
13 + 9/+ 4 + 8 + 8 + 8 Diamond Soul
14 + 10/+ 5 + 9 + 9 + 9 Blindsight
15 + 11/+ 6/+ 1 + 9 + 9 + 9 Quivering Palm
16 + 12/+ 7/+ 2 + 10 + 10 + 10 Timeless Body, Ki Strike (+ 4)
17 + 12/+ 7/+ 2 + 10 + 10 + 10 Tongue of the Sun and Moon
18 + 13/+ 8/+ 3 + 11 + 11 + 11
19 + 14/+ 9/+ 4 + 11 + 11 + 11 Empty Body
20 + 15/+ 10/+ 5 + 12 + 12 + 12 Perfect Self, Ki Strike (+ 5)
Table II:
Level Unarmed BAB Damage Defense Movement
1 + 0 1d6 + 1 40'
2 + 1 1d6 + 1 40'
3 + 2 1d6 + 1 40'
4 + 3 1d6 + 1 40'
5 + 3 2d4 + 2 50'
6 + 4/+ 1 2d4 + 2 50'
7 + 5/+ 2 2d4 + 2 50'
8 + 6/+ 3 2d4 + 2 50'
9 + 6/+ 3 2d6 + 3 60'
10 + 7/+ 4/+ 1 2d6 + 3 60'
11 + 8/+ 5/+ 2 2d6 + 3 60'
12 + 9/+ 6/+ 3 2d6 + 3 70'
13 + 9/+ 6/+ 3 2d8 + 4 70'
14 + 10/+ 7/+ 4/+ 1 2d8 + 4 70'
15 + 11/+ 8/+ 5/+ 2 2d8 + 4 80'
16 + 12/+ 9/+ 6/+ 3 2d8 + 4 80'
17 + 12/+ 9/+ 6/+ 3 3d6 + 5 80'
18 + 13/+ 10/+ 7/+ 4/+ 1 3d6 + 5 90'
19 + 14/+ 11/+ 8/+ 5/+ 2 3d6 + 5 90'
20 + 15/+ 12/+ 9/+ 6/+ 3 3d6 + 5 90'
Weapon Mastery: A monk fighting with weapons gains a weapon damage bonus equal to the monk defense bonus for his level. This damage bonus does not apply to his unarmed attacks.
Unarmed Strike: A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat, and thus does not provoke attacks of opportunity from an armed opponent whom he or she attacks. The monk may choose, without penalty, to inflict either subdual or lethal damage with an unarmed attack. The monk is also an expert at grapples, and can likewise choose to inflict subdual or lethal damage during a grappling attack.
Flurry of Blows: A monk may make one additional attack per melee round, at his or her highest base attack value, but all the attacks (normal and bonus) suffer a - 2 penalty to hit. Flurry of Blows requires the full-attack action, preventing the monk from moving more than a single 5’ step. Flurry of blows can be used with the monk’s unarmed attacks, or with weapons, provided that the weapon is one in which the monk if proficient and that the weapon is light. The DM can make an exception if he has approved the quarterstaff as a special monk weapon.
Stunning Fist: Three times per day, plus the monk's Wisdom modifier, the monk may make a stunning fist attack. This ability can be used only once per melee round. If the attack hits, the opponent must make Fortitude save (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, the opponent, if the save fails, is stunned for one melee round. The monk may only stun living creatures that are vulnerable to critical hits. This is an extraordinary ability.
Evasion: If the monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, the monk instead takes no damage. At 9th level, the monk gains improved evasion. Improved evasion allows the monk to take only one-half normal damage, even if the reflex save is failed. This is an extraordinary ability.
Fast Movement: A monk of 1st level or higher moves faster than normal. A speed of up to and including 50’ is considered to be extraordinary. Higher speeds are considered to be supernatural.
Deflect Arrows: A monk of 2nd level or higher gains the Deflect Arrows feat at no cost.
Still Mind: A monk of 3rd level or higher is granted a special + 2 bonus to all saving throws versus mind-affecting magics and psionics of all types. This is an extraordinary ability.
Ki Strike: A monk of 4th level or higher imbues his unarmed attacks with ki, allowing them to affect creatures with damage reduction. The monks unarmed attacks are considered to have a + 1 enhancement bonus for purposes of damage reduction only. This increases to + 2 at 8th level, + 3 at 12th level, + 4 at 16th level, and + 5 at 20th level.
Slow Fall: A monk of 4th level or higher takes damage from a fall as if it were 20 feet shorter than it actually is, so long as the monk is within arm's distance of a solid object, such as a tree, rope, cliff, wall, etc. This increases by 5’ per level of the monk to a maximum of 100’ at 20th level. This is an extraordinary ability at 40’ or less. At greater distances, this ability becomes supernatural.
Purity of Body: A monk of 5th level or higher gains immunity to all diseases, except for magical diseases. This is a supernatural ability.
Improved Trip: A monk of 6th level or higher gains the Improved Trip feat at no cost.
Wholeness of Body: A monk of 7th level or higher can cure his or her own wounds. The monk can heal himself of up to his Wisdom modifier (if positive, minimum of 1 regardless) times his level in hit points per day, and he can spread this ability out among multiple uses. Wholeness of Body is a supernatural ability.
Leap of the Clouds: A monk of 7th level or higher is no longer limited by his or her height in the monk's jumping distance, both vertical and horizontal. This is an extraordinary ability.
Prone Fighting: A monk of 7th level or higher gains the Prone Attack feat, even if he does not meet the prerequisites.
Distance Death: A monk of 10th level, or higher, gains access to a special attack. The monk must use the full attack option to use this distance death attack. The use of this ability requires one of the monk’s daily stunning attacks. The ability allows the monk to make a ranged unarmed attack at a single target within 25’ of the monk, plus 5’ per every two levels. A standard attack roll is made, and, if successful, the target takes the damage as if the monk were adjacent to them.
Speed of the Viper: A monk of 10th level or higher gains the ability to haste, as per the 3rd level arcane spell, for a number of rounds per day equal to his monk level. The monk may use this ability at will, any number of times per day, so long as the maximum duration is not exceeded. This is a spell like ability.
Diamond Body: A monk of 11th level or higher gains immunity to all poisons. This is a supernatural ability.
Abundant Step: A monk of 12th level or higher gains the ability to dimension door, as per the arcane spell, once per day, as if cast by a sorcerer of one-half the monk's level. This is a spell like ability.
Diamond Soul: A monk of 13th level or higher gains spell resistance equal to his or her level + 10. This increases as the monk's level increases. This is a supernatural ability.
Blind-sight: A monk of 14th level or higher gains blind-sight in a 5’ radius. The monk gains an additional 5’ for every level gained above 14th. Blind-sight 5’ radius is an extraordinary ability. Blind-sight 10’ radius and greater is a supernatural ability.
Quivering Palm: A monk of 15th level or higher gains the quivering palm attack. The monk can use this ability only once a week. The monk must be of higher level, or greater hit die, than the target, and it must be able to be affected by critical hits. If the monk's unarmed attack hits, and causes damage, then the quivering palm attack succeeds. At any point thereafter, up to 1 day per level of the monk, the monk can, as a free action, will the target to die. The target must make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). If the save fails, then the target dies. If the save succeeds, the target takes damage equal to the level of the monk. This is a supernatural ability.
Timeless Body: A monk of 17th or higher level no longer suffers ability penalties for aging and cannot be magically aged. This is a supernatural ability.
Tongues of the Sun and the Moon: A monk of 17th or higher level can communicate with any living creature. This is a supernatural ability.
Empty Body: A monk of 19th or higher level can assume an ethereal state for 1 round per level per day, as per the spell etherealness. A monk cannot take anyone else ethereal with them. It takes a standard action to become ethereal, but only a free action to reenter the material world. Empty body is a supernatural ability.
Perfect Self: A 20th level monk is forever treated as an outsider, rather than as a humanoid. The monk gains damage reduction 20/+ 1 and becomes immune to spells such as charm person and hold person that do not affect outsiders. However, they do become vulnerable to spells such as magic circle against law, and may find themselves unable to cross such barriers if their spell resistance checks fail. As a side-note, unless the monk has been summoned, they are able to make physical contact with people protected by a protection from law spell.
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