Monk

## Basic Features

Base Attack: ¾

Base Caster/Manifester: ¾

Base Saves: Good Fortitude / Good Reflex / Good Will

Hit-Die: D10 (7)

Skill Points: 6+Int

Skill Training: 5 (Acrobatics, Arcana, Athletics, Biology, Combat Awareness, Escape, Hypnosis, Listen, Sense Motive, Spot, Stealth, Survival)

Weapon Group Proficiency: Unarmed + 2

Combat Proficiency: Disarm, Feint, Grapple, Push, Trip

Initiative: Dex or Wis

## Class Features

**Ki Pool (Pse):** The Monk has a number of Ki per day equal to (CL + Wis). As long as they retain any Ki, they receive a +2 bonus on Will saves & Maneuver rolls.

**Monastic Tradition:** The Monk chooses a martial arts style: Drunken Boxing, Mysticism, Ninjutsu, Path of Emptiness, or the Undying Way. Each style includes a number of techniques, described below.

**Sixth Sense (Ex):** As long as the Monk is not wearing armor, wielding a shield, encumbered, or multi-classed, they may add Wis to defense. They lose this bonus while helpless.

**Unarmed Strike (Ex):** The Monk deals greater than normal damage with their unarmed strike attacks, & may freely choose to deal lethal or non-lethal damage before each attack (the listed damage values are for a Medium Monk). They may take feats as though they had Improved Unarmed Strike.

**Weapon Focus:** The Monk gains Weapon Focus (unarmed strike).

**Exotic Weapon Proficiency:** The Monk upgrades their proficiency.

**Speed Boost (Ex):** When the Monk is not wearing armor, wielding a shield, or encumbered, they increase their natural speeds by 2/3CL.

**Bonus Feat:** The Monk learns a Technique feat.

**Magic Strike (Pse):** While the Monk has remaining Ki, their unarmed strikes are Magic; at CL15, they are instead Greater Magic.

**Defensive Reflexes (Ex):** While the Monk's Sixth Sense applies, they gain a shield bonus equal to 1/3CL on defense & initiative. The Monk may apply their Sixth Sense while encumbered or multi-classed.

**Meditative Path (Pse):** The Monk chooses a benefit from below when they gain this ability. To activate this benefit, they must spend 1 hour in undisturbed contemplation. The benefit ends when the Monk becomes unconscious, or activates a *path*. A waking Monk may expend 1 Ki & roll Hypnosis (DC 20 + rounds unconscious) to maintain the benefit.

*Path of Focus*: As the Monk completes meditation, they choose a category of skills (Knowledge, Perception, Personal, Physical, or Social); they may take ‘10’ on checks for those skills when they could otherwise not.

*Path of Forethought*: As the Monk completes meditation, they gain a precognitive edge. They gain a second edge at CL15.

*Path of Healing*: As the Monk completes meditation, they recover all non-lethal damage & ability burn, heal ¼CLd12, & restore 1 ability damage.

*Path of Inner Peace*: As the Monk completes meditation, they regain up to 1+¼CL expended Ki.

*Path of Nullification*: As the Monk completes meditation, they gain 1+¼CL saving throw advantages, which they may use as an immediate action.

*Path of Tolerance*: As the Monk completes meditation, they choose a standard energy, & gain resistance 10 against it. Increase this resistance to 20 at CL15.

*Path of Warfare*: As the Monk completes meditation, they gain CL THP, & a +1 competence bonus on Initiative & attack rolls. Double these benefits at CL15.

**Ki Strike (Pse):** The Monk may expend 1 Ki as a swift action to add Wis (as an enhancement bonus) to the attack & damage rolls for their next weapon attack.

**Improved Critical:** The Monk gains Improved Critical (unarmed strike).

**Masterwork Self (Ex):** The Monk's unarmed strike is treated as a masterwork & balanced weapon.

**Greater Ki Strike (Pse):** The Monk may expend 2 Ki as a free action to add Wis (as an enhancement) to their attack & weapon damage rolls until the start of their next turn.

**Greater Weapon Focus:** The Monk gains Greater Weapon Focus (unarmed strike).

**Greater Critical:** The Monk gains Greater Critical (unarmed strike).

**Perfect Self (Pse):** The Monk becomes immortal (immune to magical aging effects, age penalties, & dying from old age), gains DR 10/GM, & gains telepathy (20sq). Their pseudonatural Monk features function in a null psionics field. The Monk may apply their Sixth Sense while wearing armor, wielding a shield, or helpless (but not unconscious).

.

### Drunken Boxing

**Flailing Attack (Ex):** Whenever the Drunken Master could make a full attack, they may choose to take a -2 penalty to their attack rolls until their next turn. If they do, they gain 1d4-1 additional primary attack actions, which must be used to make unarmed strikes. Reduce the attack penalty to -1 at CL5, & remove it at CL9; at CL11, add 1 to the additional primary attack actions.

**Metabolize Anything (Pse):** The Drunken Master may expend 1 Ki as an immediate action to reroll a Fortitude save.

**Skill Boost:** The Drunken Master gains a +2 bonus to Acrobatics.

**Skirmish (Ex):** At CL2, & every 4 additional CL, the Drunken Master gains +1d8 Skrmish dice.

**Frenzied Motion (Pse):** Starting at CL3, the Drunken Master may expend 2 Ki as a swift action to gain a +1 dodge bonus to attack & defense for up to Wis rounds; they may end this effect as a reaction. At CL12, increase this bonus to +2, & at CL20, increase it to +3. When the effect ends, the Drunken Master gains torpor equal to the bonus granted, Fortitude negates [DC 15 + 2x rounds].

**Swaying Waist (Ex):** Starting at CL4, increase the Drunken Master’s defense bonus from their Dodge by 1.

**Wobbling Assault (Ex):** Starting at CL7, the Drunken Master may charge against targets over difficult terrain, & around occupied spaces. They must have line of effect to the target at all times. The Drunken Master does not take the charging penalty on Acrobatics checks to negate opportunity attacks.

**Abundant Step (Pse):** Starting at CL10, the Drunken Master may expend 2 Ki as a move action to transport themselves to a known or obvious location within (4 x CL)sq they have zag of effect to; they become fatigued for 1 round.

**Abundant Strike (Pse):** Starting at CL18, the Drunken Master may expend 3 Ki as a turn action to transport themselves a distance up to their speed (in a Line); they may make an unarmed strike against each creature in the line. The Drunken Master becomes exhausted for 1 round after completing this action.

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### Mysticism

**Elemental Fist (Pse):** The Mystic may expend 1 Ki as a swift action to charge their natural attacks with the base energy of their choice for 1 round. Each hit deals 1d6 damage of that type; the damage increases by 1d6 at CL 6, 11, & 16. The energy lasts for an additional round at CL10 & CL20. While charged, the Mystic’s natural attacks emit radiance 1 within 1sq.

**Flustering Strike (Ex):** Whenever the Mystic threatens a critical hit with a natural attack, a creature hit by the attack takes a -1 penalty to saves & defenses for (1+¼CL) rounds; increase the penalty to -2 at CL11.

**Skill Boost:** The Mystic gains a +2 bonus to Hypnosis.

**Sudden Critical (Ex):** Starting at CL2, the Mystic may expend a swift action, & choose a creature they are aware of; until their next turn, they increase their critical threat range by 1 against that creature, & add 1 to their critical confirmation rolls against it. Increase these modifiers at CL 8, 14, & 20.

**Open Chakra (Pse):** Starting at CL3, the Mystic may expend 1 Ki as a turn action to heal a touched living creature 1d4+½Wis with positive energy. At CL8, only a standard action is needed, & the healing increases to 1d6. At CL13, only a move action is needed, & the healing increases to 1d8. At CL18, only a swift action is needed, & the healing increases to 1d10.

**Close Chakra (Pse):** Starting at CL5, the Mystic may expend 1 Ki as a swift action to target a touched creature; for (1+¼CL) rounds, the target may not regain HP, nor recover non-lethal damage. The creature may expend a move action & make a Will save (DC 10+½CL+Wis) to end the effect; when this save is failed, they have disadvantage on this save for 1 minute.

**Amelioration (Pse):** Starting at CL7, the Mystic may expend 1 Ki as a standard action to target a touched creature; halve (round down) the remaining duration of one of the following statuses that creature has: agony, blind, daze, dazzle, deaf, disturbed, nausea, paralysis, perturbed, sever, sicken, or stun. Alternatively, the Mystic may expend 2 Ki to reduce the target’s entropy, fear, intoxication, petrification, or torpor by 1.

**Ki Projection (Pse):** Starting at CL9, the Mystic may expend 1 Ki as a swift action to make their next natural attack as though they had reach of 12sq. At CL15, they may use this ability as a free action.

**Attune to Nature (Pse):** Starting at CL10, the Mystic may expend 3 Ki as a turn action to take the form of a standard Beast [Wild] of their size (or 1 size lower) for 1 hour (they may end this effect as a move action, & they revert when unconscious). At CL20, they may choose forms 1 size larger or smaller. While in that form, subsume the Mystic’s gear, & they gain: the form’s speeds, its natural attacks, its natural armor (up to ½CL), a +1/3 Wisdom insight bonus to defense, Listen, & Spot, & a +2 perfection bonus to the higher of the Beast’s Dexterity or Strength. Increase the perfection by 2 at CL 13, 16, & 19.

.

### Ninjutsu

**Blur of Motion (Ex):** Whenever the Ninja takes the total defense action, they may make a single primary melee attack with a light weapon as a free action. They take a -2 penalty on this attack; reduce the penalty to -1 at CL5, & remove it at CL9.

**Look All Ways (Pse):** The Ninja may expend 1 Ki as a Surprise! immediate action to gain a bonus on Perception equal to their BR for 1+¼CL rounds.

**Skill Boost:** The Ninja gains a +2 bonus to Stealth.

**Sudden Strike (Ex):** At CL2, & every 3 additional CL, the Ninja gains +1d8 Sudden Strike dice.

**Shadow Blend (Pse):** Starting at CL3, the Ninja may expend 1 Ki as a swift action to blend with shadows; for 1 round they have total concealment. This total concealment reduces to concealment if the Ninja moves faster than ½ speed, or if they are in radiance > 3.

**Ki Dodge (Pse):** Starting at CL5, as long as the Ninja has Ki remaining, they retain Dex to defense while flat-footed.

**Distorting Stride (Pse):** Starting at CL7, the Ninja may expend 1 Ki as a move action to gain a 50% concealment miss chance for 1+¼CL rounds. At CL13, when they activate this ability, enemies within 6sq become dazzled; Will negates (DC 10+½CL+Wis).

**Into Thin Air (Pse):** Starting at CL16, the Ninja may expend 3 Ki as a standard action to become ethereal for 1 round. They may extend this duration by expending 1 Ki as a free action at the start of each turn.

**Uncanny Accuracy (Ex):** Starting at CL18, when making an attack against a target with concealment or total concealment, the Ninja may make a Combat Awareness check (DC 10 + target's BA) to ignore any penalties or miss chance from that concealment. The Ninja may choose to re-roll a miss chance percentile 1/round.

**Swift as Thought (Pse):** Starting at CL20, while beginning Initiative, the Ninja may expend 1 Ki as a Surprise! immediate action to gain a move action. Other creatures have disadvantage on Perception checks made during this movement.

.

### Path of Emptiness

**Flurry of Blows (Ex):** Whenever the Seeker could make a full attack, they may choose to take a -2 penalty to their attack rolls until their next turn. If they do, they gain 1 additional primary attack during the full attack, which must be used to make an unarmed strike or Maneuver. Reduce the attack penalty to -1 at CL5, & remove it at CL9; at CL11, add 1 more additional primary attack action.

**Sense the Void (Pse):** The Seeker may expend 1 Ki as a Surprise! immediate action to add a bonus equal to their BW on an Initiative check.

**Skill Boost:** The Seeker gains a +2 bonus on Combat Awareness.

**Pressure Strike (Ex):** Before rolling an unarmed strike against a flanked or flat-footed creature with clearly discernible anatomy, the Seeker may apply a Pressure Strike they know (learned at the parenthetical CLs) to that attack. A creature hit must make a Fortitude save (DC 10+½CL+Wis) or suffer the indicated effect. The Seeker may also apply a Pressure Strike of their choice when they succeed a critical confirmation roll with an unarmed strike.

*Staggering Blow* (CL2): Nausea for 1d4 round

*Eye Gouge* (CL5): Blind for 1 minute

*Throat Punch* (CL8): Mute for 1 minute

*Muscles of Water* (CL11): 1d6 Strength burn

*Quivering Palm* (CL14): 1d2 Constitution burn

*Freeze the Lifeblood* (CL17): Paralysis 15 for 1 minute

**Feel the Void (Pse):** Starting at CL3, the Seeker may expend 1 Ki as an immediate action to add an insight bonus equal to Wis to a Maneuver or Strike roll.

**Hear the Void (Pse):** Starting at CL5, as long as the Seeker has Ki remaining, they double the distance required to penalize their Listen checks. They may also expend 1 Ki as an immediate action to force a reroll of a Maneuver or Strike they are defending against.

**See the Void (Pse):** Starting at CL10, as long as the Seeker has Ki remaining, they add Wis to Maneuver & Strike rolls as an insight bonus & have blindsight out to 1sq.

**Touch the Void (Pse):** Starting at CL12, whenever the Seeker hits a creature with an unarmed strike, they may expend 2 Ki as a free action to dispel (with a +Wis enhancement) each power & spell on that creature.

**Walk the Void (Pse):** Starting at CL15, the Seeker may expend 2 Ki as a move action to transport themselves up to (CLx2)sq; they gain a negative level, Fortitude negates DC 20+(5 x feet of solid matter bypassed).

**Bring the Void (Pse):** Starting at CL 20, the Seeker may expend 3 Ki as a Standard action to use Walk the Void. When using Walk the Void this way, they target a creature within 20sq of their starting location; they & the target make opposed Will saves. If the Seeker wins, the target is critically hit by the Seeker’s unarmed strike.

.

### Undying Way

**Decisive Blow (Ex):** Whenever the Survivor could make a full attack, they may choose to instead make a single unarmed strike, & take a -2 penalty to their attack rolls until their next turn. If the attack hits, it deals double damage. Reduce the attack penalty to -1 at CL5, & remove it at CL9; at CL11, the attack deals triple damage, & the Survivor may make a Maneuver against a creature hit.

**Prepare for Punishment (Pse):** As Initiative begins, the Survivor may expend 1 Ki as a Surprise! immediate action to gain THP equal to their BF, lasting 1 minute.

**Skill Boost:** The Survivor gains a +2 bonus to Survival.

**Damage Reduction (Ex):** Starting at CL2, the Survivor has DR 1/-. Increase this DR by 1 at CL 5, 8, 11, 14, 17, & 20.

**Wholeness of Body (Pse):** Starting at CL3, the Survivor may expend 1 Ki as a standard action to either heal 1d12, or recover 1d12 non-lethal. They may expend 1 additional Ki to add an additional 1d12 at CL 8, 14, & 19.

**Mettle (Ex):** Starting at CL5, while the Survivor has Ki remaining, they receive a Fortitude save for ½ against any effect dealing ability damage, or applying an ability score penalty.

**Push Through the Pain (Pse):** Starting at CL10, the Survivor may expend 1 Ki as an immediate action & make a Fortitude save to prevent 1 status they are about to be subjected to: agony, blindness, daze, deafness, muteness, nausea, paralysis, sicken, stun, torpor.

**Diamond Soul (Pse):** Starting at CL13, as long as the Survivor is conscious, & has remaining Ki, they have Power & Spell Resistance. They may make a Hypnosis check (DC 20+{C}) to lower this resistance as a reaction.

**Live Through Anything (Pse):** Starting at CL20, the Survivor may expend 3 Ki as a standard action to remove from themselves 1 ability drain or negative level, or Wis ability damage or burn.