The High Warrior Monk: A Full BAB, d10 Class


Homebrew and House Rules


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Okay. I posted this on my thread The Pathfinder Monk as It Should Have Been, link. However, I also wanted to put it here so that more people might see it and comment. The class was done because there are some who really want to see a full BAB, d10 HD monk. I would love for you guys to critique it and let me know what you think. I value all comments, suggestions, and ideas. And feel free to check out the other thread to see my normal monk.

Master Arminas

An Alternate Monk: The High Warrior Monk

Alignment: Any lawful.

BAB: High

Hit Die: d10.

High Saves: All

Class Skills: 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.

Weapons and Armor Proficiency: A high warrior monk is proficient with all simple weapons, with the exception of the heavy mace and morning star. High warrior monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a high warrior monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the high warrior monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a high warrior monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four high warrior monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the high warrior monk is flat-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 gained as a high warrior monk thereafter, a high warrior monk may select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, Mobility, and Weapon Specialization.
At 10th level, the following feats are added to the list: Greater Weapon Focus, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A high warrior monk need not have any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex): A high warrior monk’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is wearing no armor and is not carrying a medium or heavy load. This bonus stacks with any other bonuses to the high warrior monk’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a high warrior monk’s speed).
At 2nd level, and every two high warrior monk levels gained thereafter, the high warrior monk’s base land speed increases by an additional 5 feet, to a maximum of 60 feet at 8th level.

Unarmed Strike (Ex): At 1st level, a high warrior monk gains Improved Unarmed Strike as a bonus feat. A high warrior monk’s attack may be with fist, elbows, knees, and feet. This means that a high warrior monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a high warrior monk striking unarmed. A high warrior monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a high warrior monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A high warrior monk deals more damage with his unarmed strikes than normal; from 1st-3rd level the damage is 1d6. This increases to 2d4 at 4th level. At 8th level, and every 4 high warrior monk levels gained thereafter, the damage increases by an additional 1d4, to a maximum of 6d4 at 20th level. The unarmed damage is for all high warrior monks, regardless of size. The techniques a high warrior monk learns do not alter the base damage of the class due to being either smaller or larger, although both Strength bonuses and penalties apply as normal.
A high warrior monk’s unarmed strike cannot be enhanced by any form of magical augmentation, such as magic weapon, greater magic fang, or by other means (but see Ki strike, below).

Stunning Fist (Ex): At 1st level, the high warrior monk gains Stunning Fist as a bonus feat, even if he does meet the prerequisites. At 4th level, and every 4 levels gained as a high warrior monk thereafter, the high warrior 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.
A high warrior monks gains one use of this feat for every high warrior monk level he possesses, as described in the Stunning Fist feat.
[Note: the high warrior monk does not receive the additional special effects a normal monk does at higher levels].

Evasion (Ex): At 2nd level or higher, a high warrior monk can avoid damage from many area-effect attacks. If a high warrior monk makes a successful 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 high warrior monk is wearing no armor and is not carrying a medium or heavy load. A helpless high warrior monk does not gain the benefit of evasion.

Flurry of Blows (Ex): At 3rd level, a high warrior monk gains the ability to make a flurry of blows. When using unarmed strikes, simple melee weapons, or darts a high warrior monk can make a flurry of blows attack. Flurry of blows can be added to either a standard attack or a full-attack; in either case, flurry of blows is not an action itself. When using this ability a high warrior monk may make one additional attack using any combination of unarmed strikes, simple melee weapons, or darts at his highest base attack bonus. However, this attack, as well as all others made by the high warrior monk in that round, suffers a penalty of -2 to hit.
At 8th level, the penalty on his attacks decreases to -1. At 15th level, the high warrior monk no longer suffers a penalty on attacks.
A high warrior monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A high warrior monk may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A high warrior monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Uncanny Dodge (Ex): Starting at 3rd level, a high warrior monk can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A high warrior monk with this ability can still lose his Dexterity bonus to Ac if an opponent successfully uses the feint action against him.
If a high warrior monk already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Ki Pool (Su): At 4th level, a high warrior monk begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The high warrior monk gains a pool of ki points, equal to one-half his high warrior monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift, a high warrior monk can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can increase his speed by 20 feet for 1 round, he can gain one additional attack at his highest base attack bonus when making a flurry of blows attack; he can add his Wisdom modifier to his attack rolls (in addition to his Strength modifier); or he can add his Wisdom modifier to his damage rolls (in addition to his Strength modifier).
A high warrior monk gains additional powers that consume points from his ki pool as he latter 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 Strike (Su): At 4th level, a high warrior monk can focus his ki into his unarmed strikes, making them the equivalent of enchanted weapons. When first gained, the high warrior monk gains a +1 enhancement bonus to hit and damage. At 8th level, and every 4 levels gained thereafter as a high warrior monk, this bonus increases by +1, to a maximum of +5 at 20th level. This enhancement bonus overcomes damage reduction just as normal magic weapons do. If the high warrior monk’s ki pool (see above) is ever exhausted (reaches 0), he loses the benefit of ki strike until his ki pool replenishes.

Catfall (Su): At 4th level or higher, a high warrior monk can fall incredible distances without suffering damage. When falling, a monk always lands on his feet. In addition, he reduces the damage inflicted from a fall by 1d6 for every 2 monk levels he possesses, to a maximum reduction of 10d6 at 20th level. Unlike magical spells (such as feather fall) with similar effects, a monk is not slowed during his descent, making this abiilty a favored method for higher level monks to rapidly descend great distances quickly.

Agility Training (Ex): At 5th level, a high warrior monk adds his level to all Acrobatics and Climb skill checks. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a high warrior monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round. Alternatively, a high warrior monk can spend 1 point from his ki pool to stand from prone as a swift action that does not provoke attacks of opportunity.

Physical Training (Ex): At 6th level, a high warrior monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his high warrior monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a high warrior monk remains fully aware of his surroundings and may make Perception checks without penalty.

Martial Training (Ex): At 7th level, a high warrior monk gains proficiency with a single martial weapon of his choice. He may use this weapon while making a flurry of blows attack. At each consecutive high warrior monk level gained thereafter, the character gains one additional martial weapon proficiency. At 10th level, the high warrior monk may instead choose an exotic weapon instead a martial weapon for this ability.

Improved Uncanny Dodge (Ex): At 8th level, a high warrior monk can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the high warrior monk’s level in this class.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex): At 9th level, a high warrior monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless high warrior monk does not gain the benefit of improved evasion.

Duty Never Tires (Ex): At 10th level, a high warrior monk gains Endurance as a bonus feat. Furthermore, by spending 1 ki point as a swift action, he can ignore the effects of fatigue for 10 minutes per high warrior monk level.

Fists of Iron (Ex): At 11th level, a high warrior monk gains +2 damage on all unarmed strikes. This stacks with the bonus granted by the feat Weapon Specialization if the character selects that feat.

Stone Body (Ex): At 12th level, a high warrior monk gains DR 2/adamantine. At 14th level, and every two levels gained thereafter as a high warrior monk, the damage reduction increases by 2 points, to a maximum of DR 10/adamantine at 20th level.

Knockback (Ex): At 13th level, a high warrior monk can choose to initiate a bull-rush attack on a successful melee attack (either armed or unarmed). The target suffers normal damage from the high warrior monk’s attack, after which the high warrior monk may (as a free action) make a CMB check against the target’s CMD. If successful, the target is pushed away from the high warrior monk as detailed under the description of the bull-rush combat maneuver. The high warrior monk does not move with his target.

Focused Strike (Ex): At 15th level, a high warrior monk’s unarmed strike are treated as adamantine weapons for the purposes of damage reduction and ignoring hardness. The high warrior monk must have at least 1 point of ki remaining in his ki pool to use this ability. If the high warrior monk's ki pool is exhausted (reduced to 0 points), he loses this special ability until the next time his ki pool refreshes.

Stalwart Soul (Ex): At 17th level, a high warrior monk no longer suffers any penalties for being fatigued (he still remains fatigued, however, for purposes of exhaustion). If the high warrior monk becomes exhausted, he may spend 2 ki points as a swift action to ignore the effects of exhaustion for 1 minute per high warrior monk level.

Living Weapon (Ex): A high warrior monk of at least 19th level can deliver his unarmed strike damage through any melee weapon he wields, provided that the high warrior monk is proficient with the chosen weapon. The weapon wielded gains the enhancement bonus of the high warrior monk’s ki strike, but the enhancement bonuses do not stack, use whichever bonus is higher. Special weapon properties possessed by the weapon take effect as normal.

Ex-High Warrior Monks: A high warrior monk who becomes nonlawful cannot gain new levels as a high warrior monk but retains all high warrior monk abilities.


No comments at all?

MA

Grand Lodge

On the surface with a quick read it seems just like a monk with full BAB and D10 - nothing sacrificed etc. Or in other words a monk improvement... which is ok in and of itself.


Why can't they get martial weapon proficiency earlier than 7th?


Except for a lower cap on speed (60' vs 90'), the ability to prevent only half the damage from a fall, the lack of any healing abilities, the inability to dimension door or become etherereal, the loss of immunity to disease and poison, the loss of spell resistance, etc., etc.

Other than that, Helaman, it sacrifices nothing! LOL

I didn't want to front-load the class too much, CaspianM. Any earlier, and it might be a good choice for a dip, but having to invest 7 levels to get flurry with a single martial weapon is a bit too much for most dippers.

Master Arminas


There are easy counter arguments to that.

Dipping isn't that bad, its part of the 3.5 design that's kind of cool.

There isn't a problem with access to martial weaponry, but just the flurry part right? So, give them access to martial weapons first, then activate the flurry thing at say 2nd or 3rd lvl. Not all games progress to high levels and to limit a structure like that, means that a key structure of this class, won't show up until the end of someone's game.


Well, Pathfinder Society runs to 12th level. So, you should have access to this ability with six martial weapons by that time, or three martial and three exotic, which the high warrior monk can use with flurry. What would you suggest I swap it with if we went with it earlier?

Master Arminas


master arminas wrote:

Well, Pathfinder Society runs to 12th level. So, you should have access to this ability with six martial weapons by that time, or three martial and three exotic, which the high warrior monk can use with flurry. What would you suggest I swap it with if we went with it earlier?

Master Arminas

What I might suggest, is granting martial weapon proficiency with one weapon training group (as seen in the Fighter class) at level 1.

If you're worried about flurry, just note that the flurry attack can't be taken with a martial weapon until level X (might use your level 7 thing then.)

So, for example, a Martial Monk might choose "Polearms" and make his normal attacks with a Glaive and his Flurry attack with his foot until he reaches the level where he can flurry with Martial Weapons.


That would work. Alrighty, then, we are cooking with fire, now!

Master Arminas


master arminas wrote:

Except for a lower cap on speed (60' vs 90'), the ability to prevent only half the damage from a fall, the lack of any healing abilities, the inability to dimension door or become etherereal, the loss of immunity to disease and poison, the loss of spell resistance, etc., etc.

Other than that, Helaman, it sacrifices nothing! LOL

I didn't want to front-load the class too much, CaspianM. Any earlier, and it might be a good choice for a dip, but having to invest 7 levels to get flurry with a single martial weapon is a bit too much for most dippers.

Master Arminas

It gains a massive amount though. So I agree with Helaman. Nothing is really sacrificed. Most lost abilities are equally replaced, and replaced by something better. It gains full BAB and higher HD.

It's a better class. Needs to be toned down.


mrofmist wrote:
master arminas wrote:

Except for a lower cap on speed (60' vs 90'), the ability to prevent only half the damage from a fall, the lack of any healing abilities, the inability to dimension door or become etherereal, the loss of immunity to disease and poison, the loss of spell resistance, etc., etc.

Other than that, Helaman, it sacrifices nothing! LOL

I didn't want to front-load the class too much, CaspianM. Any earlier, and it might be a good choice for a dip, but having to invest 7 levels to get flurry with a single martial weapon is a bit too much for most dippers.

Master Arminas

It gains a massive amount though. So I agree with Helaman. Nothing is really sacrificed. Most lost abilities are equally replaced, and replaced by something better. It gains full BAB and higher HD.

It's a better class. Needs to be toned down.

Try it in a game before you knock it, Mrofmist. Many people on these boards seem terrified of giving monks nice things.


I like it. I thinks its very good. My comments:

-I don't think there should be an alignment restriction
-In my opinion, the monk should have proficiency with all simple, martial and monk weapons

For those that think the monk gains a "massive amount" with a full BAB and d10 HD, I would argue that the monk already has a full BAB (for all intents and purposes anyway) and the d8 to d10 HD only grants an average of one extra HP per level - hardly what I would think is massive. Also HP represents more than just wound capacity, its also a representation of skill in combat and avoidance of serious wounds. Why would a monk be less skilled than a fighter in this regard?


Not liking the Flurry of Blows change that much. Only one extra attack, no matter what your level is? I know making Monk a full BAB class helps, but still...


Azten wrote:
Not liking the Flurry of Blows change that much. Only one extra attack, no matter what your level is? I know making Monk a full BAB class helps, but still...

Missed that one. I agree, Flurry should be the same as the standard monk.


And he can get a 2nd bonus attack by spending a point of ki. He can even get a third and fourth bonus attack if his target is stunned or flatfooted (I think) if he selects the feat Medusa's Wrath. And all of these bonus attacks are at his highest Base Attack Bonus, without a penalty after 15th level! From level 8-15, the penalty is only -1. And all of those attacks are made with his full strength bonus.

At 20th level, that is +25/+25/+25/+25/+25/+20/+15/+10, not counting strength, or any feats that the high warrior monk may have. Each of these attacks does 6d4+7 points (once again, before strength or feats).

Trust me, he doesn't need two more attacks per round at +20 and +15 to be a damage dealer.

Master Arminas


D'arandriel wrote:
Azten wrote:
Not liking the Flurry of Blows change that much. Only one extra attack, no matter what your level is? I know making Monk a full BAB class helps, but still...
Missed that one. I agree, Flurry should be the same as the standard monk.

The fact that the attack penalty goes down helps here, but yeah, he was drawing the inspiration from the 3.5 Monk. I can't say I'd be remiss if he worked that second additional attack at full BAB back into the high levels.

Another thing that bothers me just a little, is how it screws the monk out of his two-handed bonus damage if he chooses to use a two-hander. Two Weapon Fighting is still available, if you want to go that route (though the penalties will eat you alive at first, particularly given the slower penalty reduction rate compared to the 3.5 monk.

Reducing the Penalty by 1 at level 5, another at level 9, and granting an extra attack somewhere between level 11 and 15 would be nice, but it's totally workable as is, and I would be happy to play it.


Suggestions from above have now been incorporated into the class. Let me know what you think!

Master Arminas

An Alternate Monk: The High Warrior Monk, Take 2

Alignment: Any lawful.

BAB: High

Hit Die: d10.

High Saves: All

Class Skills: 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.

Weapons and Armor Proficiency: A high warrior monk is proficient with all simple and martial weapons. High warrior monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a high warrior monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the high warrior monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a high warrior monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four high warrior monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the high warrior monk is flat-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 gained as a high warrior monk thereafter, a high warrior monk may select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, Mobility, and Weapon Specialization.
At 10th level, the following feats are added to the list: Greater Weapon Focus, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A high warrior monk need not have any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex): A high warrior monk’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is wearing no armor and is not carrying a medium or heavy load. This bonus stacks with any other bonuses to the high warrior monk’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a monk’s speed). This ability is extraordinary.
At 4th level, when a high warrior monk gains access to his ki pool (see below), the character can achieve literally superhuman bursts of speed for limited periods of time. As a free action, a monk can spend 1 point of ki to increase his speed by +10 feet. This speed increase lasts for 1 round per monk class level and is a supernatural ability. At 8th level, and again every four levels gained thereafter, the high warrior monk's speed when using this ability increases by an additional +5 feet, to a maximum increase of +30 feet at 20th level.
The bonus speed granted to a high warrior monk through the use of this ability is a supernatural ability and is not considered to be an enhancement bonus. Therefore, spells (such as haste and expeditious retreat) and items (such as boots of striding and springing) that do provide an enhancement bonus to movement stack with this ability.

Unarmed Strike (Ex): At 1st level, a high warrior monk gains Improved Unarmed Strike as a bonus feat. A high warrior monk’s attack may be with fist, elbows, knees, and feet. This means that a high warrior monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a high warrior monk striking unarmed. A high warrior monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a high warrior monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A high warrior monk deals more damage with his unarmed strikes than normal; from 1st-3rd level the damage is 1d6. This increases to 2d4 at 4th level. At 8th level, and every 4 high warrior monk levels gained thereafter, the damage increases by an additional 1d4, to a maximum of 6d4 at 20th level. The unarmed damage is for all high warrior monks, regardless of size. The techniques a high warrior monk learns do not alter the base damage of the class due to being either smaller or larger, although both Strength bonuses and penalties apply as normal.
A high warrior monk’s unarmed strike cannot be enhanced by any form of magical augmentation, such as magic weapon, greater magic fang, or by other means (but see Ki strike, below).

Stunning Fist (Ex): At 1st level, the high warrior monk gains Stunning Fist as a bonus feat, even if he does meet the prerequisites. At 4th level, and every 4 levels gained as a high warrior monk thereafter, the high warrior 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.
A high warrior monk gains one use of this feat for every high warrior monk level he possesses, as described in the Stunning Fist feat.
[Note: the high warrior monk does not receive the additional special effects a normal monk does at higher levels.]

Evasion (Ex): At 2nd level or higher, a high warrior monk can avoid damage from many area-effect attacks. If a high warrior monk makes a successful 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 high warrior monk is wearing no armor and is not carrying a medium or heavy load. A helpless high warrior monk does not gain the benefit of evasion.

Flurry of Blows (Ex): At 3rd level, a high warrior monk gains the ability to make a flurry of blows. When using unarmed strikes, simple melee weapons, or darts a high warrior monk can make a flurry of blows attack. Flurry of blows can be added to either a standard attack or a full-attack; in either case, flurry of blows is not an action itself. When using this ability a high warrior monk may make one additional attack using any combination of unarmed strikes, simple melee weapons, or darts at his highest base attack bonus. However, this attack, as well as all others made by the high warrior monk in that round, suffers a penalty of -2 to hit.
At 8th level, the penalty on his attacks decreases to -1. At 13th level, the high warrior monk no longer suffers a penalty on attacks.
A high warrior monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a light weapon. When using a two-handed weapon, a high warrior monk still gains one and a half times his Strength modifier on damage. A high warrior monk may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A high warrior monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Uncanny Dodge (Ex): Starting at 3rd level, a high warrior monk can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A high warrior monk with this ability can still lose his Dexterity bonus to Ac if an opponent successfully uses the feint action against him.
If a high warrior monk already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Ki Pool (Su): At 4th level, a high warrior monk begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The high warrior monk gains a pool of ki points, equal to one-half his monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift, a monk can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can gain one additional attack at his highest base attack bonus when making a flurry of blows attack; he can gain a +4 insight bonus to his attacks for 1 round; or he can gain a +4 insight bonus to his damage for 1 round.
A monk gains additional powers that consume points from his ki pool as he latter 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 Strike (Su): At 4th level, a high warrior monk can focus his ki into his unarmed strikes, making them the equivalent of enchanted weapons. When first gained, the monk gains a +1 enhancement bonus to hit and damage. At 8th level, and every 4 levels gained thereafter as a monk, this bonus increases by +1, to a maximum of +5 at 20th level. This enhancement bonus overcomes damage reduction as if it were a magic weapon of one higher bonus. (In other words, a high warrior monk’s unarmed attacks overcome alchemical silver and cold iron damage reduction at 8th level, alignment based damage reduction at 12th level, and adamantine base damage reduction at 16th level.) If the monk’s ki pool (see above) is ever exhausted (reaches 0), he loses the benefit of ki strike until his ki pool replenishes.

Catfall (Su): At 4th level or higher, a high warrior monk can fall incredible distances without suffering damage. When falling, a high warrior monk always lands on his feet. In addition, he reduces the damage inflicted from a fall by 1d6 per two high warrior monk levels he possesses, to a maximum reduction of 10d6 at 20th level. Unlike magical spells (such as feather fall) with similar effects, a monk is not slowed during his descent, making this ability a favored method for higher level monks to rapidly descend great distances quickly.

Agility Training (Ex): At 5th level, a high warrior monk adds his level to all Acrobatics and Climb skill checks. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a high warrior monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round. Alternatively, a high warrior monk can spend 1 point from his ki pool to stand from prone as a swift action that does not provoke attacks of opportunity.

Physical Training (Ex): At 6th level, a high warrior monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his high warrior monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a high warrior monk remains fully aware of his surroundings and may make Perception checks without penalty.

Martial Training (Ex): At 7th level, a high warrior monk may select a single martial weapon of his choice. He may use this weapon while making a flurry of blows attack. At each consecutive high warrior monk level gained thereafter, the character gains one additional martial weapon proficiency. At 10th level, the high warrior monk may instead choose an exotic weapon instead a martial weapon for this ability, provided that the high warrior monk is proficient with the exotic weapon.

Improved Uncanny Dodge (Ex): At 8th level, a high warrior monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the high warrior monk’s level in this class. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Improved Evasion (Ex): At 9th level, a high warrior monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless high warrior monk does not gain the benefit of improved evasion.

Duty Never Tires (Ex): At 10th level, a high warrior monk gains Endurance as a bonus feat. Furthermore, by spending 1 ki point as a swift action, he can ignore the effects of fatigue for 10 minutes per high warrior monk level.

Fists of Iron (Ex): At 11th level, a high warrior monk gains a +2 bonus on the damage rolls on all unarmed strikes he makes. This stacks with the bonus granted by the feat Weapon Specialization if the character selects that feat.

Stone Body (Ex): At 12th level, a high warrior monk gains DR 2/adamantine. At 14th level, and every two levels gained thereafter as a high warrior monk, the damage reduction increases by 2 points, to a maximum of DR 10/adamantine at 20th level.

Knockback (Ex): At 13th level, a high warrior monk can choose to initiate a bull-rush attack on a successful melee attack (either armed or unarmed). The target suffers normal damage from the high warrior monk’s attack, after which the high warrior monk may (as a free action) make a CMB check against the target’s CMD. If successful, the target is pushed away from the high warrior monk as detailed under the description of the bull-rush combat maneuver. The high warrior monk does not move with his target.

Adamantine Touch (Su): At 15th level, a monk can spend 1 point from his ki pool to treat his unarmed strikes as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness for 1 minute.

Stalwart Soul (Ex): At 17th level, a high warrior monk no longer suffers any penalties for being fatigued (he still remains fatigued, however, for purposes of exhaustion). If the high warrior monk becomes exhausted, he may spend 1 ki point as a swift action to ignore the effects of exhaustion for 1 minute per high warrior monk level.

Living Weapon (Ex): A high warrior monk of at least 19th level can deliver his unarmed strike damage through any melee weapon he wields, provided that the high warrior monk is proficient with the chosen weapon. The weapon wielded gains the enhancement bonus of the high warrior monk’s ki strike, but the enhancement bonuses do not stack, use whichever bonus is higher. Special weapon properties possessed by the weapon take effect as normal.

Grand Master of the High Warriors (Ex): At 20th level, a high warrior monk reaches the capstone of his abilities. The threat range on his unarmed strikes increases by 1 (and stacks with the feat Improved Critical), the critical multiplier on his unarmed strikes increases to x 3, and he automatically confirms all critical hits with his unarmed strikes. He gains blindsense out to a distance of 60 feet.

Ex-High Warrior Monks: A high warrior monk who becomes nonlawful cannot gain new levels as a high warrior monk but retains all high warrior monk abilities.


Although this as nothing to do with this tread (other than the name of the class), a High Warrior Monk (Rolemaster PRG) was my first RPG character ever, somewhere in the mid-late 80s when I was about 10...

[/random personal facts]


That is exactly where I got the name from!

lol

Master Arminas


This is still a work in progress, but we are getting there.

The High Warrior Monk, Take 3

Alignment: Any lawful.

Hit Die: d10.

BAB: Full

Good Saves: Fort and Reflex

Class Skills: Acrobatics (Dex); Climb (Str); Craft (Int); Escape Artist (Dex); Perception (Wis); Perform (Cha); Profession (Wis), Ride (Dex); Sense Motive (Wis); Stealth (Dex); and Swim (Str). See monastic skill training (below) for additional class skills.

Skill Ranks per Level: 4 + Int modifier.

Weapons and Armor Proficiency: A high warrior monk is proficient with all simple weapons and all martial weapons. High warrior monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a high warrior monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the high warrior monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a high warrior monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four high warrior monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the high warrior monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he uses a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels gained as a high warrior monk thereafter, a high warrior monk may select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, Mobility, and Weapon Specialization.
At 10th level, the following feats are added to the list: Greater Weapon Focus, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
At 14th level, the following feats are added to the list: Greater Bull Rush, Greater Disarm, Greater Grapple, Greater Sunder, Greater Trip, and Greater Weapon Specialization.
A high warrior monk need not have any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex/Su): A high warrior monk’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is wearing no armor and is not carrying a medium or heavy load. This ability is extraordinary.
At 4th level, when a high warrior monk gains access to his ki pool (see below), the character can achieve literally superhuman bursts of speed for limited periods of time. As a free action, a high warrior monk can spend 1 point of ki to increase his speed by +10 feet. This speed increase lasts for 1 round per high warrior monk class level and is a supernatural ability. At 6th level, and again every four levels gained thereafter, the high warrior monk's speed when using this ability increases by an additional +5 feet, to a maximum increase of +30 feet at 20th level.
The bonus speed granted to a high warrior monk through the use of this ability is a supernatural ability.
Fast movement (both the constant speed increase and the increased speed from ki) stacks with any other bonuses to the high warrior monk’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a high warrior monk’s speed).

Monastic Skill Training: Different monasteries emphasize different skill sets for the high warrior monks that they train. At first level, a high warrior monk may choose any three of the following skills: Diplomacy (Cha), Intimidate (Cha), Knowledge (Any) (Int), or Linguistics (Int). These skills become class skills for the high warrior monk. Once chosen, these selections are forever after fixed, even if the high warrior monk places no skill ranks in the specific skills selected.

Unarmed Strike (Ex): A high warrior monk gains Improved Unarmed Strike as a bonus feat. A high warrior monk’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that a high warrior monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a high warrior monk striking unarmed. A high warrior monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a high warrior monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A high warrior monk deals more damage with his unarmed strikes than normal; from 1st-3rd level the damage is 1d6. This increases to 2d4 at 4th level. At 8th level, and every 4 high warrior monk levels gained thereafter, the damage increases by an additional 1d4, to a maximum of 6d4 at 20th level. The unarmed damage is for all high warrior monks, regardless of size. The techniques a high warrior monk learns do not alter the base damage of the class due to being either smaller or larger, although both Strength bonuses and penalties apply as normal.

Stunning Fist (Ex): The high warrior monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
A high warrior monk gains one use of this feat for every high warrior monk level he possesses, as described in the Stunning Fist feat.
Note: The high warrior monk does not receive the additional options available in lieu of stunning to a normal monk at higher levels.

Evasion (Ex): At 2nd level or higher, a high warrior monk can avoid damage from many area-effect attacks. If a high warrior monk makes a successful 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 high warrior monk is wearing no armor and is not carrying a medium or heavy load. A helpless high warrior monk does not gain the benefit of evasion.

Flurry of Blows (Ex): At 3rd level, a high warrior monk gains the ability to make a flurry of blows. When using unarmed strikes, simple melee weapons with which he is proficient, or darts a high warrior monk can make a flurry of blows attack. A high warrior monk may use flurry of blows as a part of a full-attack; it is not an action in and of itself. When using flurry of blows a high warrior monk gains one additional attack at his highest base attack, but forfeits his normal iterative attacks. For example, a 7th level high warrior monk using flurry of blows has two attacks (+7/+7). The high warrior monk may use any combination of unarmed strikes or weapons with which he is proficient for this additional attack.
At 8th level, the high warrior monk gains a second bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, an 8th level high warrior monk using flurry of blows has three attacks (+8/+8/+8).
At 10th level, the high warrior monk may use a lesser version of flurry of blows when he attacks as a standard action. The high warrior monk gains one additional attack at his highest base attack bonus when he uses this ability to move and then attack an opponent. For example, a 10th level high warrior monk using flurry of blows can make two attacks as a standard action (+10/+10).
At 13th level, the high warrior monk gains a third bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, a 13th level high warrior monk using flurry of blows has four attacks (+13/+13/+13/+13).
At 18th level, the high warrior monk gains a fourth bonus attack at his highest base attack bonus when making a flurry of blows attack. For example, a 18th level high warrior monk using flurry of blows has four attacks (+18/+18/+18/+18/+18).
A high warrior monk applies his full Strength bonus to his damage rolls for all successful attacks made with a flurry of blows, whether the attacks are made with an unarmed strike, a weapon held in the high warrior monk's off-hand, or a double weapon. A high warrior monk may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A high warrior monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Flurry of blows cannot be combined with two-weapon fighting (as per the feats) for additional attacks, even if the high warrior monk wields two weapons or a double weapon while making a flurry of blows attack.

Monastic Weapons Training (Ex): At 3rd level, a high warrior monk may designate a single martial weapon which he may use in conjunction with a flurry of blows attack. The high warrior monk gains an additional martial weapon with which he may flurry at 6th level and every three levels gained thereafter.

Uncanny Dodge (Ex): Starting at 3rd level, a high warrior monk can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A high warrior monk with this ability can still lose his Dexterity bonus to Ac if an opponent successfully uses the feint action against him.
If a high warrior monk already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Ki Pool (Su): At 4th level, a high warrior monk begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The high warrior monk gains a pool of ki points, equal to one-half his high warrior monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift action, a high warrior monk can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can gain a +4 insight bonus to his attacks for 1 round; he can gain a +4 insight bonus to his damage for 1 round; or he can gain one additional attack at his highest base attack bonus when he uses his flurry of blows ability (see above).
A high warrior 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 Strike (Su): At 4th level, a high warrior monk can focus his ki into his unarmed strikes, making them the equivalent of enchanted weapons. When first gained, the high warrior monk gains a +1 enhancement bonus to hit and damage. At 8th level, and every 4 levels gained thereafter as a high warrior monk, this bonus increases by +1, to a maximum of +5 at 20th level. A high warrior monk’s unarmed strikes are considered magic weapons for the purpose of attacking incorporeal creatures and for overcoming damage reduction.
At 12th level, a high warrior monk’s unarmed strikes count as alchemical silver and cold iron weapons for the purposes of overcoming damage reduction.
At 16th level, a high warrior monk’s unarmed strikes count as adamantine for the purposes of overcoming damage reduction.
At 20th level, a high warrior monk’s unarmed strikes bypass any alignment based damage reduction.
This ability ceases to function if a high warrior monk depletes his ki pool (i.e., reaches 0 points).

Catfall (Su): At 4th level or higher, a high warrior monk can fall incredible distances without suffering damage. When falling, a high warrior monk always lands on his feet. In addition, he reduces the damage inflicted from a fall by 1d6 for every two high warrior monk levels he possesses, to a maximum reduction of 10d6 at 20th level. Unlike magical spells (such as feather fall) with similar effects, a high warrior monk is not slowed during his descent, making this ability a favored method for higher level high warrior monks to rapidly descend great distances quickly. A high warrior monk must have at least one point remaining in his ki pool to use this ability.

Agility Training (Ex): At 5th level, a high warrior monk adds one-half his level (round down) to all Acrobatics skill checks and to the high warrior monk’s choice of either Climb or Swim skill checks. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a high warrior monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round.

Spiritual Endurance (Ex): At 6th level, a high warrior monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his high warrior monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a high warrior monk remains fully aware of his surroundings and may make Perception checks without penalty.

Improved Uncanny Dodge (Ex): At 7th level, a high warrior monk can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the high warrior monk’s level in this class.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Fists of Iron (Ex): At 8th level, a high warrior monk gains a +2 damage bonus on all unarmed strikes. This bonus stacks with those granted by the feats Weapon Specialization and Greater Weapon Specialization.

Improved Evasion (Ex): At 9th level, a high warrior monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless high warrior monk does not gain the benefit of improved evasion.

Duty Never Tires (Ex): At 10th level, a high warrior monk gains Endurance as a bonus feat. Furthermore, by spending 1 ki point as a swift action, he can ignore the effects of fatigue for 10 minutes per high warrior monk level. This ability only suppresses the fatigue; it does not remove it. A high warrior monk must have a minimum of 1 point remaining in his ki pool in order to use this ability.

Stone Body: At 11th level, a high warrior monk’s gains DR 1/-. At 13th level, and every two levels gained thereafter, the high warrior monk’s DR increases by 2, to a maximum of DR 5/- at 19th level.

Strength Surge (Su): At 12th level, a high warrior monk may, as a swift action, gain an morale bonus to his Strength score equal to one-half his high warrior monk level (minimum +1). The high warrior monk can use this ability a number of times per day equal to 1 plus his Wisdom modifier (minimum of 1). A high warrior monk must have a minimum of 1 point remaining in his ki pool in order to use this ability.

Diehard (Ex): At 14th level, a high warrior monk gains Diehard as a bonus feat, even if he does not meet the prerequisites.

Quivering Palm (Su): Starting at 15th level, a high warrior monk can set up vibrations within the body of another creature that can thereafter be fatal if the high warrior monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the high warrior monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the high warrior monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his high warrior monk level. To make such an attempt, the high warrior monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the high warrior monk’s level + the high warrior monk’s Wisdom modifier) it dies. If the saving throw is successful, the target instead takes twice the damage of the high warrior monk's unarmed strike (as if the high warrior monk had threatened and then confirmed a critical hit) and the quivering palm attack ends; the target may still die if he suffers enough damage from this attack to reduce him to negative hit points equal to his Constitution score. A high warrior monk can have no more than one quivering palm in effect at one time. If a high warrior monk uses quivering palm while another is still in effect, the previous effect is negated. This ability is a death effect.
At 17th level, and again at 19th level, the high warrior monk gains one additional daily use of this ability.

Adamantine Touch (Su): At 16th level, a high warrior monk’s unarmed strikes are treated as adamantine weapons for bypassing hardness.

Stalwart Soul (Ex): At 18th level, a high warrior monk no longer suffers any penalties for being fatigued (he still remains fatigued, however, for purposes of exhaustion). If the high warrior monk becomes exhausted, he may spend 2 ki points as a swift action to ignore the effects of exhaustion for 1 minute per high warrior monk level. This ability only suppresses the exhaustion; it does not remove it. A high warrior monk must have a minimum of 1 point remaining in his ki pool in order to use this ability.

Living Weapon (Ex): At 19th level, a high warrior monk using a weapon with which he is both proficient and which he has designated as being able to be used in a flurry attack deals his unarmed strike damage on a successful hit. The weapon retains its own critical hit threat range and multiplier. A high warrior monk cannot apply any feats to the weapon which modify his unarmed strike, although he gains the damage bonus offered by his fists of iron class feature (see above). A high warrior monk must have a minimum of 1 point remaining in his ki pool in order to use this ability.

Weapon Mastery (Ex): At 20th level, a high warrior monk chooses one weapon, such as unarmed strike, longsword, or staff. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Ex-High warrior monks: A high warrior monk who becomes nonlawful cannot gain new levels as a high warrior monk but retains all high warrior monk abilities

The Exchange

Been reading rolemaster have you?


A long time ago, in a game shop far, far away . . .

Master Arminas


I personally liked your original flurry of blows. It allowed you to take the two weapon fighting chain and stacked with haste. Your monk would have one more attack then most builds and could use his mobility and still flurry. The problem with monks being they have to stand still to flurry.

The new one also works however. For those who thought one extra attack wasnt powerful enough they are wrong. It was an extra attack on a standard or full attack that stacked with pretty much everything else.

Either way. This was from a quick glance. Monks have always been horridly underpowered. This version you have created might actually have interested me had it been the pathfinder version of the monk.

D10, full BAB, and your original flurry change and the monk is a whole different beast worth a serious look.


Pathfinder Adventure, Rulebook Subscriber

I feel like this is just a little too good. Why would I ever want to play a fighter when I can play this? Only thing a fighter has over this is Heavy Armor proficiency. You need to reduce the number of abilities that it gets.

Ki strike is better than Weapon Training. Much better. This guy hits harder than a Fighter and does more damage. He gets +25 to hit, not counting Weapon Focus or Strength plus he gets 5 attacks per round dealing 6d4 +6+ Str to damage plus Weapon Specialization.

Why not just give the equivalent of TWF tree instead of just a bunch of extra attacks. No class gets so many extra attacks in a round. Especially w/o penalty. Do I still get my full Iterative attacks?

How long does Strength Surge last? One round? One Attack? One day? Also there is a Barbarian Rage power that is similar, but it is restricted to non-attack/non-CMB actions.

Way too powerful. He's a better melee than a fighter or Barbarian PLUS he gets all good saves and a handful of other useful abilities.


Did you read the class? He gets good Fort and Reflex, and poor Will. Strength Surge is for one round, 1/day + Wisdom modifier. Flurry says in text no iterative attacks, so he gets fewer attacks than a pure TWF fighter. Ki strike better than weapons training? Hah. Weapons training provides an unnamed bonus that stacks with everything. Ki strike provides an enhancement bonus, so he can't add to it.

It is over the top, but I wanted to see what a real monk martial artist full BAB character might look like.

Master Arminas


Pathfinder Adventure, Rulebook Subscriber

sorry I missed the change from all good to Will bad.

I would say a good way to judge is "Would I ever play a Fighter over this guy?" The answer here is clearly no. It needs to be toned down a little.


Agreed. I'm looking at things to prune.

Master Arminas


One minor thing: rolling tons of d4s is a pain. I'd rather see something like 2d6 at level 5, 3d6 at level 10, 4d6 at level 15, and 5d6 at level 20. Or 2d6 at level 6, 3d6 at level 12, 4d6 at level 18. The latter tones the monk down a little bit, but has the disadvantage of not topping out at level 20.


I'm still not happy with the full BAB monk; it started out just to see what could be done, but I am becoming more and more convinced that medium BAB is just fine. Thanks, but I am dropping this project.

Master Arminas

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