Mystic of the Hidden Way (monk archetype)


Homebrew and House Rules


This is the first archetype that I've designed and here is what I've done on it so far:

Mystic of the Hidden Way

The Mind’s Eye: A Mystic of the Hidden Way (or MotHW) uses his ki to repress his sight in order to gain other benefits. This blindness cannot be overridden by anything that would normally remove blindness (such as a wish spell). At 1st level the MotHW gains Uncanny Dodge (as the rogue ability with the same name), blindsense out to 15 ft., and the benefits of the Blind-Fight feat. At 5th level these benefits increase to blindsense out to 30 ft. and blindsight out to 15 ft. At 10th level the MotHW gains Improved Uncanny Dodge and the benefits of the Improved Blind-Fight feat. At 15th level the MotHW gains true seeing as a constant spell-like ability.

Guided Mind: At 1st level a MotHW may use his Wisdom modifier instead of his Strength modifier on attack and damage rolls with monk weapons and unarmed strikes. At 3rd level he may add his Wisdom modifier instead of his Dexterity modifier to his AC. This ability replaces maneuver training.

Ki Pool: A MotHW gains a ki pool at 1st level equal to 1 + his Wisdom modifier. At 4th level this increases to 3 + his monk level + his Wisdom modifier. This alters a monk’s normal ki pool ability.

Mind Over Matter: At 4th level a MotHW learns how to use his willpower rather than his body to strike down his enemies. Once per round, a MotHW may resolve an unarmed strike against his opponent’s touch AC by spending 1 ki point. At 8th level and 14th level he may use this ability an additional time each round. He must make this choice before the attack roll is made. At 20th level all of his unarmed strikes are resolved against his target’s touch AC. At 6th level he may choose to give all of his unarmed strikes an additional 5 feet of reach until the end of his turn by spending 1 ki point. The reach lasts until the start of his next turn at 12th level. This increases to an additional 10 feet of reach at 18th level. At 10th level he may make an unarmed strike as an immediate action (also resolved against touch AC) after hitting against a foe’s touch AC with his unarmed strike. If this attack hits, he adds the damage from the attack to the damage of the first unarmed strike for the purposes of damage reduction. At 16th level when he makes this additional unarmed strike, it is automatically treated as a critical threat (If the roll was a threat already, or the first attack was a threat, then increase the multiplier by 1). When confirmed, this strike multiplies the damage from the first attack as well as the damage from the second attack. Making this additional attack costs 2 ki points. This ability replaces slow fall.

(replace High Jump):

Clarity of Mind: At 13th level, a MotHW is immune to negative mind-affecting effects. This ability replaces diamond soul.

(replace Quivering Palm):

(replace Tongue of the Sun and Moon):

(replace Empty Body):

Mind is Matter: (replaces Perfect Self)

I am looking for feedback and suggestions for missing abilities.

RPG Superstar Season 9 Top 16

So by dipping this class, you get to add Wis to hit, damage, and AC, as well as a ki pool (presumably with all of the normal ways monks spend ki, including the bonus attack).

Seems a little top heavy.

At level 3, he adds Wis to AC twice (why?)

Mind over Matter is not even close to equitable for Slow Fall. Sure, Slow Fall is kind of crappy, but compare it to the Qinggong monk options instead.

Clarity of Mind (ignoring the formatting) isn't doing much for a class that is spellcaster levels of SAD in Wisdom, but I guess that's okay given how strong everything else is.


Petty Alchemy wrote:

So by dipping this class, you get to add Wis to hit, damage, and AC, as well as a ki pool (presumably with all of the normal ways monks spend ki, including the bonus attack).

Seems a little top heavy.

At level 3, he adds Wis to AC twice (why?)

Mind over Matter is not even close to equitable for Slow Fall. Sure, Slow Fall is kind of crappy, but compare it to the Qinggong monk options instead.

Clarity of Mind (ignoring the formatting) isn't doing much for a class that is spellcaster levels of SAD in Wisdom, but I guess that's okay given how strong everything else is.

Yeah, I'll take off the Wis instead of dex (forgot about normal AC Bonus), and move up the wis to hit and damage to level 3, for now. I'll see about your other suggestions in time. After I think about it of course. Thanks for the input! But also dipping in this class, you get perma blinded, with only 15 ft of blindsense. Maybe make Mind over matter take away some of the other stuff I have on reserve? Like Quivering palm? Or Empty body? Or High jump? Any other suggestions for that?


Here's the real time version of this

RPG Superstar Season 9 Top 16

The blindness isn't a meaningful penalty when you are instantly compensated with Uncanny Dodge and Blind-Fight, and have a party that can point you at the enemy.


Petty Alchemy wrote:
The blindness isn't a meaningful penalty when you are instantly compensated with Uncanny Dodge and Blind-Fight, and have a party that can point you at the enemy.

I guess so. I'll make uncanny dodge at level 5 then.

Verdant Wheel

I've wondered what a fair trade-off for ki powers right out of the gate.

For example the Stalker's +4 bonus to a single Perception a Sense Motive for 1 point.


I mean, I could stagger the bonus attack power to level 4. If that would help. Also feel free to comment on the document itself, I'm not doing much of anything at the moment, so that could be faster.


Actually, I have decided to get rid of the extra attack entirely (becomes a bit redundant with Mind over Matter). Maybe replace it with a different ki ability that comes with the ki pool? Like increasing the blindsense/sight range for a round? Anyone have a better suggestion for this?

Verdant Wheel

there is a guy who divided monk into 3 classes, one full martial, one with 4-level casting, and one with 6-level casting. I recommend checking those out.

EDIT: (link)


rainzax wrote:
there is a guy who divided monk into 3 classes, one full martial, one with 4-level casting, and one with 6-level casting. I recommend checking those out.

Do you have a link? I'll check them out, but I like how the monk is now (except the whole 3/4 BAB thing): martial mixed with supernatural (not spellcasting).


Are you suggesting something with these monk splits, or are you just posting them to post them?

Verdant Wheel

i guess when i was doing my monk rewrite, i drew from many resources, and imagine the same might be helpful for you. the class is screaming for a makeover after all.

Also I'm interested to see where you go with your "ki from 1st" concept.


Well, with this I was going for a more easily adaptable (and less work intensive) archetype, rather than a reworked class. I'm not a big fan of spellcasting in general (heresy, I know) because (especially for a class like monk) it sort of limits how far off the deep end you can go with other abilities.

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