Unrestrained Monk


Homebrew and House Rules


First off, a little disclaimer:

I don't own Pathfinder Unchained yet, so I really have no idea what the Monk looks like, how it plays, etc. I'm pretty neutral to the whole deal, so I can't "dislike" it.

However, I do think that's it's a shame that the Unchained Monk doesn't work with any Monk Archetypes. Personally, one of the best things about the Unchained Rogue I've heard are that ALL Archetypes are still perfectly viable and usable.

Yes, the Unchained Monk is an Alternate Class effectively, so there's no guarantee that it was going to be able to use Archetypes properly anyway.

Still, I think there was a bit of a missed opportunity to do a straight upgrade to the Monk's basic architecture and not mess up its viability to use Archetypes.

So, I came up with a design here, based on ideas I mentioned in another thread.

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Lv__BAB_Fort__Ref_Will__Speed__AC__Dmg__Flurry_____________________Special
1___+0__+2___+2__+2___+0_____+0___1d6___-1/-1_________________________Bonus Feat, Flurry of Blows, Stunning Fist, Unarmed Strike, Monk's Way
2___+1__+3___+3__+3___+0_____+0___1d6___+0/+0________________________Bonus Feat, Evasion, Way Ability, Mantra, Special Technique
3___+2__+3___+3__+3___+10____+0___1d6___+1/+1________________________Fast Movement, Maneuver Training, Still Mind
4___+3__+4___+4__+4___+10____+1___1d8___+2/+2________________________Ki Pool (Magic), Slow Fall 20ft., Ki Power
5___+3__+4___+4__+4___+10____+1___1d8___+3/+3________________________High Jump, Purity of Body, Special Technique, Flurry's Focus +1
6___+4__+5___+5__+5___+20____+1___1d8___+4/+4/-1_____________________Bonus Feat, Slow Fall 30ft
7___+5__+5___+5__+5___+20____+1___1d8___+5/+5/+0_____________________Ki Pool (Cold Iron/Silver), Wholeness of Body, Ki Power
8___+6__+6___+6__+6___+20____+2___1d10__+6/+6/+1/+1__________________Slow Fall (40ft,), Special Technique
9___+6__+6___+6__+6___+30____+2___1d10__+7/+7/+2/+2__________________Improv ed Evasion, Flurry's Focus +2, Way Ability
10__+7__+7___+7__+7___+30____+2___1d10__+8/+8/+3/+3__________________Bonus Feat, Ki Pool (Lawful), Slow Fall 50ft, Ki Power
11__+8__+7___+7__+7___+30____+2___1d10__+9/+9/+4/+4/-1________________Diamo nd Body, Special Technique, Powerful Mantra
12__+9__+8___+8__+8___+40____+3___2d6___+10/+10+/+5/+5/+0____________Abunda nt Step, Slow Fall 60ft
13__+9__+8___+8__+8___+40____+3___2d6___+11/+11/+6/+6/+1_____________Diamon d Soul, Ki Power, Flurry's Focus +3
14__+10_+9___+9__+9___+40____+3___2d6___+12/+12/+7/+7/+2_____________Bonus Feat, Slow Fall 70ft, Special Technique
15__+11_+9___+9__+9___+50____+3___2d6___+13/+13/+8/+8/+3/+3__________Quiver ing Palm
16__+12_+10__+10_+10__+50____+4___2d8___+14/+14/+9/+9/+4/+4/-1________Ki Pool (Adamantine), Slow Fall 80ft, Ki Power, Way Ability
17__+12_+10__+10_+10__+50____+4___2d8___+15/+15/+10/+10/+5/+5/+0_____Timele ss Body, Tongue of the Sun and Moon, Special Technique, Flurry's Focus +4
18__+13_+11__+11_+11__+60____+4___2d8___+16/+16/+11/+11/+6/+6/+1_____Bonus Feat, Slow Fall 90ft
19__+14_+11__+11_+11__+60____+4___2d8___+17/+17/+12/+12/+7/+7/+2_____Empty Body, Ki Power
20__+15_+12__+12_+12__+60____+5___2d10__+18/+18/+13/+13/+8/+8/+3_____Perfec t Body, Slow fall any distance, Transcendent Mantra, Ultimate Technique

Alignment: Any non-Chaotic
Hit Die: d8
Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

The monk's class skills are 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.

CLASS FEATURES

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMDat 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the 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.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A 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 monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A 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.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a 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 monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard,Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist,Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the 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. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Monk's Way (Ex): At 1st level, the Monk counts his Monk levels as his Base Attack Bonus for the purposes of meeting the requirements for Feats and Prestige Classes. In addition, the Monk chooses a Way that represents his training and martial philosophy. The Way grants the Monk a number of special abilities, Special Techniques, Ki Powers, and determines the nature of his Mantra.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a 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 monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Mantra: At 2nd level, a Monk learns to chant during battle, which focuses his mind and body purely on the martial tasks at hand. As a Swift Action, the Monk begins chanting his Mantra, granting him a +4 Confidence Bonus to one Ability Score, based on the Philosophy of his Way. Maintaining a Mantra is a Free Action that must be made at the beginning of each of the Monk's turns. A Monk may perform his Mantra for a number of rounds each day equal to 4 + his Monk Level.

Beginning and Maintaining a Mantra requires the Monk to either Attack or Move. A Monk who is Stunned, Grappled, Paralyzed cannot begin a Mantra, and any Mantra he is already chanting immediately ends. Similarly, a Mantra requires the Monk to chant during combat, so if the Monk becomes Silenced (but not Deafened), he cannot begin a Mantra, and any Mantra he is already chanting immediately ends.

Special Technique (Ex): At 2nd level, the Monk chooses a Special Technique granted by his Way and learns to use it during Combat. At 5th level and every 3rd level thereafter, the Monk chooses and learns another Special Technique.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A 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.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Ki Power (Su): At 4th level, the Monk chooses and learns one Ki Power granted by his Way. At 7th level and every 3 levels thereafter, the Monk learns an additional Ki Power granted by his Way.

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. 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 monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Flurry's Focus (Ex): At 5th level, while Chanting his Mantra, a Monk gains a +1 Competence Bonus on each Attack made as part of his Flurry of Blows. This bonus increases by +1 for every 4 levels beyond 5th (to a maximum of +4 at 17th level).

Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Improved Evasion (Ex): At 9th level, a 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 monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Powerful Mantra (Ex): At 11th level, a Monk learns to integrate his Ki into his Mantra, granting an even greater boost of power. While the Monk has at least 1 Ki in his Ki Pool, the Competence Bonus granted by his Mantra increases to +6, and he may begin his Mantra as a Free Action.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the 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 monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the 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 monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Ultimate Technique: At 20th level, a Monk learns the Ultimate Technique of his Way.

Transcendent Mantra (Ex): At 20th level, a Monk's ability to enter a meditative state has reached perfection. The Competence Bonus granted by his Mantra is raised to +8, and he may begin his Mantra as an Immediate Action. Additionally, when he ends his Mantra, its effects persist for a number of Rounds equal to 1/2 his Monk level.

MONK WAYS

Way of the Boar
Philosophy: Adherents of the Way of the Boar value physical strength and unrelenting assaults above all else. Practitioners of the Way of the Boar gain a bonus to Strength when chanting a Mantra.

Way Abilities:
[i]Boar's Rush (Ex):
At 2nd level, while chanting his Mantra, a practitioner of the Way of the Boar gains a Competence Bonus on damage rolls made as part of a charge and on Combat Maneuver checks made to Overrun equal to 1/2 his Monk Level.

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Way of the Dog
Philosophy: Adherents of the Way of the Dog value teamwork and pack tactics most. Practitioners of the Way of the Dog gain a bonus to Charisma when chanting a Mantra.

Way Abilities:
Packleader's Howl (Ex): At 2nd level, while chanting a Mantra, a practitioner of the Way of the Dog may grant a Morale Bonus on Attack rolls and AC to all allies besides himself equal to 1/2 the bonus granted to himself by his Mantra.

Special Techniques:

Ki Powers

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Way of the Dragon
Philosophy: Adherents of the Way of the Dragon value force of personality and commanding presence more than brute force. Practitioners of the Way of the Dragon gain a bonus to Charisma when chanting a Mantra.

Way Abilities:
Forceful Ki: At 2nd level, practitioners of the Way of the Dragon add their Charisma Bonus to AC and CMD instead of Wisdom. In addition, when a practitioner of the Way of the Dragon gains a Ki Pool, he uses his Charisma modifier instead of Wisdom when determining the size of his Ki Pool.

Special Techniques:

Ki Powers:
Ki Blast (Su): As a Standard Action, a practitioner of the Way of the Dragon may spend 1 Ki to make a ranged touch attack against a target that deals 1d6 damage per 2 Monk levels plus his Charisma modifier.

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Way of the Goat - Wis

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Way of the Horse - Con

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Way of the Monkey - Int

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Way of the Ox
Philosophy: Adherents to the Way of the Ox value physical toughness and resiliency above swiftness and dodging. Practitioners of the Way of the Ox gain a bonus to Constitution while chanting a Mantra.

Way Abilities:
Thick Skin: At 2nd level, while chanting a Mantra, a practitioner of the Way of the Ox gains a bonus to Natural Armor equal to 1/2 his Monk Level.

Special Techniques:

Ki Powers:
Iron Hide: As a Standard Action, a practitioner of the Way of the Ox may spend 1 Ki point to gain DR1/- for every 4 Levels in Monk, for a number of rounds equal to his Monk Level.

Reikido: As a Move Action, a practitioner of the Way of the Ox may touch a subject and spend any amount of Ki. The touched subject gains a number of Temporary Hit Points equal twice the amount of Ki spent. These Temporary Hit Points last for a number of Rounds equal to the practitioner of the Way of the Ox's levels in Monk, or until fully expended, whichever comes first.

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Way of the Rabbit - Dex

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Way of the Rat - Int

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Way of the Rooster - Wis

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Way of the Snake - Dex

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Way of the Tiger - Str

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Way of the Cat
Philosophy: Adherents to the Way of the Cat value versatility above all else, and avoid strict compliances with conventionality. When beginning a Mantra, a Practitioner of the Cat chooses 2 Ability Scores. He gains a +2 Competence Bonus to each of those scores, instead of +4 to one. When he gains Powerful Mantra, the bonuses become to a +4 to one and +2 to the other. When he gains Transcendent Mantra, the bonuses to both Ability Scores increases to +4 each.

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So, a little bit of a tl;dr summary:

The Monk still retains all original Ki powers, as they're "generic" Monk abilities found in pretty much every Wuxia story and folktales involving Xians.

However, every Monk ALSO must adhere to 1 of 13 "Ways" - martial philosophies based on the Chinese Zodiac (plus the Cat, an aspect of the Japanese version of the Zodiac legend). Monks' Ways are a bit similar to Cavalier Orders, but provide a defining Stat that is increased while the Monk chants a Mantra during combat.

Ways also are a bit different in that they don't grant extra Class Skills; instead, they provide a pool of additional Ki Powers and "Techniques" - special attacks that can be made during combat.

Ways and Mantras pretty much take center stage in providing lots of options to the Monk, but the basic skeleton also gets a boost - a slowly-increasing boost to Flurry (by lv9 it removes the penalties from the two-weapon fighting aspects Flurry, and by lv13 you actually get an effective BONUS while Flurrying); Monks also always count their Monk Levels as their BAB when meeting the prereqs of Feats and PrCs.

Anyway, what I kinda need help on are the Ways - I have the names (obviously - that was easy) and their associated Stats, but I only have a few Way Abiilities, I have NO Techniques (mostly because I don't know how those work in the Unchained Monk), and I only have a few Ki Powers.

I'd like for there to be a fair variety of Ki Powers for each Way - some that cost Ki, some that simply require you to have Ki in your Pool, the same way that Deeds may cost Grit/Panache or may just need you to have at least 1 Grit/Panache left

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