6.7 Monk

PIC

Table 6.7:Monk Progression
Rank (Level)

Airdancer

Esoteric Warrior

Ki

Perfected Form

Transcendent Sage

1 (1)

Float like air

Esoteric maneuvers, esoteric weaponry

Ki barrier, ki energy

Unarmed warrior, unhindered agility

Feel the flow of life

2 (4)

Evasion

Augmented maneuvers

Ki manifestations

Perfect precision

Transcend frailty

3 (7)

Death from above

Esoteric maneuvers+

Invested blow

Perfect body

Transcend uncertainty

4 (10)

Heart of air

Augmented maneuvers+

Ki barrier+

Unarmed warrior+, unhindered freedom

Transcend emotion

5 (13)

Evasion+

Esoteric maneuvers+

Ki manifestation

Brawling precision

Transcend mortality

6 (16)

Float like air+, move like wind

Augmented maneuvers+

Ki-focused mind

Perfect body+

Feel the flow of life+, transcend frailty+

7 (19)

Airdance

Esoteric maneuvers+

Endless ki, ki barrier++

Unarmed warrior+, unhindered agility+

Inner transcendence

Monks are agile masters of “ki” who hone their personal abilities to strike down foes and perform supernatural feats. They undergo extensive training to control their mind and body in unison, using each to improve the other. The techniques required to become a monk are strange and unintuitive, and only a legendary few can discover them on their own. Instead, most monks are trained at monastaries, where they learn how to master themselves long before they turn their attention to besting others in combat.

Unlike every other class capable of magical feats, monks draw their power entirely from themselves. They have learned to tap into the life energy within their bodies, use it to cause dramatic effects in the world around them, and then reclaim that energy instead of letting it dissipate into the world. This process is deeply dangerous if misapplied, which is why the training required to become a monk is so rigorous. Expending one’s life energy without being able to reclaim it is a fast path to inadvertent death.

Monks are famous for their ability to fight completely unarmed, and for their tendency to use unusual weapons that few non-monks use. This is more a matter of tradition than any necessity. Some monks prefer more common weapons, and any fighter could learn how to use monk weapons given time to train with them. However, the monk weapons are well suited to the fighting styles that monks learn as part of their training.

The combat training for monks often consists of dueling other monks, and rarely involves fighting non-humanoid monsters. As a result, they often try to trip, grapple, or distract their foes in combat. These strategies are all most effective against humanoid opponents.

Alignment: Any.

Archetypes: Monks have the Airdancer, Esoteric Warrior, Ki, Perfected Form, and Transcendent Sage archetypes.

6.7.1 Base Class Effects

If you choose monk as your base class, you gain the following benefits.

Attributes

You gain a +1 bonus to your Dexterity and Willpower. In addition, you gain a +1 bonus to either your Perception or your Intelligence.

Hit Points

You have 8 hit points + twice your Constitution, plus 2 hit points per level beyond 1. This increases as your level increases, as indicated below.

Resources

You learn four trained skills from among your class skills (see Skills).

Weapon Proficiencies

You are proficient with simple weapons and monk weapons.

Armor Proficiencies

You are proficient with light armor.

Class Skills

You have the following class skills:

6.7.2 Airdancer

This archetype improves your acrobatic ability and mobility in combat.

Rank 1 – Float Like Air

Your maximum jumping height is equal to your maximum horizontal jump distance, rather than half that distance (see Jumping). You can also use Willpower in place of Strength to determine your horizontal jump distance.

Rank 2 – Evasion

You take no damage from glancing blows or misses caused by abilities that affect an area and attack your Armor or Reflex defense. This does not protect you from any non-damaging effects of those abilities, or from abilities that affect multiple specific targets without affecting an area. If you have the evasion rogue ability with the same effect as this ability, you also gain a +2 bonus to your Armor and Reflex defenses against area attacks.

Rank 3 – Death From Above

Death From Above

Usage time: Standard action.

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You jump and move as normal for the jump (see Jumping). In addition, you can make a strike that deals 1d6 extra damage at any point during that jump.

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Rank 4: This extra damage is doubled against each creature that you are directly above when you make the strike.

Rank 5: The extra damage increases to 2d6.

Rank 6: The extra damage increases to 2d10.

Rank 7: The weapon damage is doubled.

Rank 4 – Heart of Air ✨

When you jump, you can land in midair as if it was solid ground. Your landing location has a height limit of 30 feet, like a fly speed (see Flight). You cannot walk in the air, but you can continue jumping or remain in place. The air holds you until the end of the current round, at which point you fall normally. After you land on air in this way, you briefly cannot do so again.

Rank 5 – Evasion+

This ability also protects you from area attacks against your Fortitude and Mental defenses.

Rank 6 – Float Like Air+

You gain a +10 bonus to your maximum horizontal jump distance. In addition, you are immune to falling damage.

Rank 6 – Move Like Wind

You gain a +10 foot bonus to your land speed.

Rank 7 – Airdance ✨

You gain a fly speed equal to your base speed with a height limit of 30 feet (see Flight). While flying, you can jump as if you were on solid ground, allowing you to rapidly gain height and change directions unexpectedly.

6.7.3 Esoteric Warrior

This archetype improves your combat prowess with unusual abilities you can use in combat.

Rank 1 – Esoteric Maneuvers

You can perform a wide variety of unusual attacks. You gain access to one of the following combat styles: dirty fighting, flurry of blows, or mobile hunter . In addition, you gain access to any combat style of your choice (see Combat Styles). You may spend insight points to gain access to one additional combat style per insight point. You can only learn esoteric maneuvers from esoteric combat styles that you have access to.

You learn two rank 1 esoteric maneuvers. You may spend insight points to learn one additional maneuver per insight point.

When you gain access to a new rank in this archetype, you can exchange any number of maneuvers you know for other maneuvers, including maneuvers of a higher rank.

Advancement: Some esoteric maneuvers also increase in power in unique ways based on your rank in this archetype, as indicated in their descriptions.

Rank 1 – Esoteric Weaponry

If you spend an insight point, you can become proficient with exotic monk weapons (see Exotic Weapons). You must already be proficient with all non-exotic monk weapons.

Rank 2 – Augmented Maneuvers

You gain the ability to customize your esoteric maneuvers. For each rank 1 esoteric maneuver you know, choose one augment from the list below and apply it to that maneuver. Augments scale in power with your “excess rank”. Your excess rank with a maneuver is equal to your rank in this archetype minus the rank of the maneuver.

Whenever you increase your rank in this archetype, you can change your augments. However, you must still apply them to rank 1 esoteric maneuvers.

Counter Maneuver: You gain an accuracy bonus equal to twice your excess rank against creatures who made a strike against you during the previous round. You can only apply this augment to maneuvers which cause you to make a strike.

Debilitating Maneuver: You gain an accuracy bonus equal to twice your excess rank. However, you cannot get a critical hit. You can only apply this augment to maneuvers which deal damage and can inflict a condition.

Mighty Maneuver: You take an accuracy penalty equal to 5 - your excess rank but the strike deals double weapon damage. If your excess rank is at least 6, this becomes an accuracy bonus. You can only apply this augment to maneuvers which cause you to make a strike.

Mobile Maneuver: You can walk up to 5 feet per excess rank before or after using your chosen maneuver, up to a maximum distance equal to your land speed. You cannot apply this augment to maneuvers that already allow you to move using one of your movement modes. This movement is never Swift. If your chosen maneuver is Swift, you can only walk after using the maneuver, not before.

Precise Maneuver: You gain an accuracy bonus equal to your excess rank.

Rank 3 – Esoteric Maneuvers+

You learn an additional esoteric maneuver. In addition, you gain access to rank 3 esoteric maneuvers.

Rank 4 – Augmented Maneuvers+

You can also choose an augment for each of your rank 3 esoteric maneuvers.

Rank 5 – Esoteric Maneuvers+

You gain access to rank 5 esoteric maneuvers.

Rank 6 – Augmented Maneuvers+

You can also choose an augment for each of your rank 5 esoteric maneuvers.

Rank 7 – Esoteric Maneuvers+

You gain access to rank 7 esoteric maneuvers.

6.7.4 Ki

This archtype grants you unusual abilities based on tapping into your inner ki. If you have any encumbrance, you lose the benefit of all abilities from this archetype.

Rank 1 – Ki Barrier ✨

While you are not wearing other body armor, you gain a ki barrier around your body. This functions like body armor that provides a +2 bonus to your Armor defense and has no encumbrance. It also provides a bonus to your damage resistance equal to four times your rank in this archetype.

You can also use a free hand to wield the barrier as a shield. This functions like a buckler, granting you a +1 bonus to your Armor defense, except that you do not need to be proficient with light armor. Since this bonus comes from a shield, it does not stack with the benefits of using any other shield.

Rank 1 – Ki Energy ✨

Whenever you make a strike, you can choose to treat it as a magical ✨ ability. This allows you to use your magical power to determine your damage instead of your mundane power (see Power).

Rank 2 – Ki Manifestations ✨

You can channel your ki to temporarily enhance your abilities. Choose two ki manifestations from the list below. You can also spend insight points to learn one additional ki manifestation per insight point.

After you use a ki manifestation, you briefly cannot use a ki manifestation again.

Abandon the Fragile Self

Swift

Usage time: Free action.

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You can negate one condition that would be applied to you this phase. In exchange, you take a -2 penalty to defenses this phase.

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Rank 4: The defense penalty is reduced to -1.

Rank 6: The defense penalty is removed.

Burst of Blinding Speed

Usage time: Free action.

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You gain a +10 foot bonus to your land speed this phase.

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Rank 4: You can also ignore difficult terrain this phase.

Rank 6: The speed bonus increases to +20 feet.

Calm the Inner Tempest

Usage time: Free action.

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You gain a +4 bonus to the Endurance skill this round (see Endurance).

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Rank 4: The bonus increases to +6.

Rank 6: The bonus increases to +8.

Extend the Flow of Ki

Usage time: Free action.

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Your melee strikes gain the Long weapon tag this round, allowing you to attack targets up to 10 feet away from you (see Weapon Tags).

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Rank 4: You can attack enemies up to 15 feet away from you.

Rank 6: You can attack enemies up to 20 feet away from you.

Flash Step

Usage time: See text.

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You can use this ability as part of movement with your land speed. You teleport horizontally instead of moving normally. If your line of effect to your destination is blocked, or if this teleportation would somehow place you inside a solid object, your teleportation is cancelled and you remain where you are.

Teleporting a given distance costs movement equal to twice that distance. For example, if you have a 30 foot movement speed, you can move 10 feet, teleport 5 feet, and move an additional 10 feet before your movement ends.

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Rank 4: The movement cost to teleport is reduced to be equal to the distance you teleport.

Rank 6: You can use this ability to move even if you are immobilized (-4 Armor and Ref, cannot use movement speeds) or grappled.

Flurry of a Thousand Cuts

Usage time: Free action.

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When you make a strike this round, you roll the attack roll twice and take the higher result. However, you cannot get a critical hit or glancing blow with strikes.

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Rank 4: You also gain a +1 accuracy bonus with strikes.

Rank 6: The accuracy bonus increases to +2.

Hear the Rustling Wings

Usage time: Free action.

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You gain a +4 bonus to the Awareness skill this round (see Awareness).

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Rank 4: The bonus increases to +6.

Rank 6: The bonus increases to +8.

Kindle the Living Flame

Usage time: Free action.

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Your strikes have the Fire tag this round.

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Rank 4: You also gain +1d4 extra damage with strikes.

Rank 6: The extra damage increases to +1d6.

Leap of the Heavens

Usage time: Free action.

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You gain a +10 foot bonus to your maximum horizontal jump distance (see Jumping). This increases your maximum vertical jump distance normally.

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Rank 4: The bonus increases to +20 feet.

Rank 6: The bonus increases to +30 feet.

Rest Atop the Precipice

Usage time: Free action.

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You gain a +4 bonus to the Balance skill this round (see Balance).

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Rank 4: The bonus increases to +6.

Rank 6: The bonus increases to +8.

Scale the Highest Tower

Usage time: Free action.

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You gain a +4 bonus to the Climb skill this round (see Climb).

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Rank 4: The bonus increases to +6.

Rank 6: The bonus increases to +8.

Shelter from Falling Rain

Swift

Usage time: Free action.

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You gain a +2 bonus to your defenses against ranged strikes. However, you take a -2 penalty to your defenses against melee strikes.

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Rank 4: The bonus increases to +3.

Rank 6: The bonus increases to +4.

Step Between the Mystic Worlds

Swift

Usage time: Free action.

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All attacks against you have a 20% failure chance this round. However, your attacks also have a 20% failure chance this round.

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Rank 4: The failure chance for attacks against you increases to 25%.

Rank 6: The failure chance for attacks against you increases to 30%.

Thread the Eye of the Storm

Usage time: Free action.

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You reduce your longshot penalty with thrown weapons by 1 this round (see Weapon Range Limits).

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Rank 4: The penalty reduction increases to 2.

Rank 6: The penalty reduction increases to 3.

Surpass the Mortal Limits

Swift

Usage time: Free action.

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You can add your Willpower to all checks you make this phase that are based on Strength, Dexterity, or Constitution. However, you take a -2 penalty to Strength, Dexterity, and Constitution checks during the next round.

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Rank 4: You also gain a +2 bonus to those checks while this effect lasts.

Rank 6: The penalty during the next round is removed.

Rank 3 – Invested Blow ✨

Invested Blow

Usage time: Standard action.

Cost: One fatigue level (see text).

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Make a strike that deals double weapon damage. The strike must target a single creature within Short (30 ft.) range, with no secondary targets.

Whether or not the target takes damage, it becomes invested with your ki. This does not cause it any ill effects. If it dies or falls unconscious, or you take a short rest, your ki returns to you. When it does, you reduce your fatigue level by one.

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Rank 4: You gain a +1 accuracy bonus with the strike.

Rank 5: The accuracy bonus increases to +2.

Rank 6: The strike deals triple weapon damage instead of double weapon damage.

Rank 7: The accuracy bonus increases to +4.

Rank 4 – Ki Barrier+ ✨

The damage resistance bonus increases to five times your rank in this archetype, and the Armor defense bonus increases to +3.

Rank 5 – Ki Manifestation ✨

You learn an additional ki manifestation.

Rank 6 – Ki-Focused Mind ✨

You gain a +1 bonus to your Willpower.

Rank 7 – Endless Ki ✨

After using a ki manifestation, you can use a different ki manifestation after the end of the current round. You still cannot use the same ki manifestation in two consecutive rounds.

Rank 7 – Ki Barrier++ ✨

The damage resistance bonus increases to seven times your rank in this archetype.

6.7.5 Perfected Form

This archetype improves the perfection of your physical body through rigorous training.

Rank 1 – Unarmed Warrior

You gain a +2 accuracy bonus with the punch/kick natural weapon, and you deal 1d4 damage with it (see Natural Weapons). In addition, you treat that weapon as having the Light weapon tag, which allows you to make dual strikes with it more easily (see Dual Strikes).

Rank 1 – Unhindered Agility

You gain a +1 bonus to your Armor defense while you have no encumbrance.

Rank 2 – Perfect Precision

You gain a +1 bonus to accuracy with attacks using weapons from the monk weapons weapon group, natural weapons, and Brawling abilities. In addition, you can use your Dexterity instead of your Strength to determine your brawling accuracy (see Brawling Accuracy).

Rank 3 – Perfect Body

Choose a physical attribute: Strength, Dexterity, or Constitution (see Attributes). You gain a +1 bonus to that attribute.

Rank 4 – Unarmed Warrior+

Your punch/kick damage increases to 1d6.

Rank 4 – Unhindered Freedom

While you have no encumbrance, you are immune to being slowed (half speed, -2 Armor and Ref), immobilized (-4 Armor and Ref, cannot use movement speeds), and paralyzed (cannot move).

Rank 5 – Brawling Precision

You gain a +1 bonus to your brawling accuracy.

Rank 6 – Perfect Body+

The bonus applies to all physical attributes, not just the one you chose.

Rank 7 – Unarmed Warrior+

Your punch/kick damage increases to 1d10.

Rank 7 – Unhindered Agility+

The defense bonus increases to +2.

6.7.6 Transcendent Sage

This archetype grants you abilities to ignore debilitating effects and sense life energy.

Rank 1 – Feel the Flow of Life ✨

You become so attuned to the natural energy of life that you can sense it even when sight fails you. You gain lifesense with a 120 foot range, allowing you to sense the location of living things without light (see Lifesense). In addition, you gain lifesight with a 30 foot range, allowing you to see living things without light (see Lifesight).

Rank 2 – Transcend Frailty

You gain a bonus to your damage resistance equal to three times your rank in this archetype. In addition, you gain a +1 bonus to your vital rolls (see Vital Wounds).

Rank 3 – Transcend Uncertainty

You are immune to being stunned (-2 defenses) and confused (-2 defenses, randomly attack or defend).

Rank 4 – Transcend Emotion

You are immune to Emotion attacks. In addition, you are immune to being frightened (-2 Mental, -2 accuracy vs. source) and panicked (-4 Mental, cannot attack source).

Rank 5 – Transcend Mortality ✨

You are no longer considered a living creature for the purpose of attacks against you. This means that attacks which only affect living creatures have no effect against you. In addition, you no longer take penalties to your attributes for aging, and cannot be magically aged. You still die of old age when your time is up.

Rank 6 – Feel the Flow of Life+ ✨

The range of your lifesense increases by 240 feet, and the range of your lifesight increases by 60 feet.

Rank 6 – Transcend Frailty+

The damage resistance bonus increases to four times your rank in this archetype.

Rank 7 – Inner Transcendence

You are immune to conditions.