Monk v2.0
1 Flurry of Blows, Unarmed Strike, Monk training, Monk's Wisdom
2 Monk training
3 Evasion
4 Monk training, Slow fall, Unarmed Strike (+1,19-20)
5 Leap of the Heavens, Monk training
6 Monk training
7 Monk training
8 Unarmed Strike (+2)
9 Improved Evasion, Monk's Stride (10ft)
10 Monk training,
11 Monk training
12 Monk training, Unarmed Strike (+3, 18-20)
13 Monk training
14 Monk training
15 Monk training
16 Monk training, Unarmed Strike (+4), Monk's Stride (15ft)
17 Monk training, Tongue of the Sun & Moon
18 Monk training
19 Empty Body
20 Perfect self, Fall from the Heavens, Unarmed Strike (+5,17-20)
Monk’s Wisdom The monk uses wisdom in place of Str for attacks and Combat Maneuvers.
Monk Training this replaces the monk bonus feats, by adding special monk powers in addition to feats. Ki Powers may also be chosen with Monk Training.
Slow Fall safe distance 5'/level. At level 20 this increases to any distance (fall from the heavens).
Unarmed Strike A monk becomes more deadly as he increases in level. His unarmed attacks gain an enhancement bonus and he becomes more accurate at delivering critical strikes.
Leap of the Heavens - renamed High Jump.
Monk's Stride A monk's ability to move quickly is transferred to his ability to move in combat. At level 9, a monk may make a 10ft step instead of a 5ft step, this increases to 15ft at level 16. In addition a monk has full control of his body, and is allowed to move in any direction during a charge.
1st:
Feats: Caught off-guard, Combat Reflexes, Dazzling Display, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Stunning Fist, Throw Anything.
Abilities: Spear Hand, Manriki Gusari Training, Tao of the Blade, Monk Spear/Staff training, Quick stand, Trap Sense.
Quick stand: as rogue’s stand up ability
Trap Sense: as rogue.
Manriki Gusari Training:
Add Chain to monk weapons. The monk gains the ability to untangle his chain on a failed trip attack, preventing a counter-trip. The monk may also use the chain to gain a +4 bonus to deflect arrows and to AC as a deflection bonus while in a defensive stance.
Purity of the Body (5th) as current monk ability
Spear Hand - Unarmed strikes are considered piercing weapons, in addition to blunt.
Tao of the Blade - add the following weapons to the list of monk weapons. Scimitar, short sword, long sword, falchion.
Monk Spear/staff Training: Add Long Spear to the list of monk weapons, in addition, you gain a +4 to disarm, trip and deflect arrows attack rolls when using quarterstaff or long spear.
6th:
Feats: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility
Abilities: Crouching Tiger Paw, Dragon Tail Sweep, Eagle's Claw, Flying Double Kick, Grappling strike, Uncanny Dodge
Crouching Tiger Paw - The target must make a Reflex Save or have its movement restricted to 5' in all modes. (Flying creatures with maneuverability less than perfect may stall and fall and will need to make an appropriate Fly check to stay airborn).(Idea from Squirrelloid’s monk)
Dragon Tail Sweep: A Strong kick to the lower leg. The attack has a chance to knock your opponent prone in addition to damage. The damage from the kick is added to the DC to resist the trip.
Eagle’s Talons – Unarmed attacks considered blunt and slashing. On a critical causes 1 point bleed damage, bleeding stacks until healed.
Flying Double Kick - At the end of a charge, you may make two attacks with double Wis bonus.
Grappling Strike – A monk with this ability may initiate a grapple after a successful unarmed strike.
Uncanny dodge: as Rogue ability
10th:
Feats: Improved Critical (not unarmed), Medusa's wrath, Snatch arrows, spring attack. Abilities: Bend like the reeds, Dragon’s Claws, Drunken Rabbit Defense, Iron Broom Sweep, Improved Uncanny Dodge
Bend like the reeds: as rogue’s Defensive roll ability.
Diamond Body (11th) as current monk ability
Diamond Soul(13th) as current monk ability
Dragon's Claws - During a Flurry of Blows, 2 consecutive strikes allow the monk to rend his opponent, causing maximum damage.
Drunken Rabbit Defense - Until the start of his next turn all attacks against him which miss cause the creature who attacked him to become fatigued. Fatigued creatures that become fatigued become exhausted as normal. This must be used as a standard action with full defense (Squirrelloid)
Improved Uncanny Dodge: As Rogue ability
Iron Broom Sweep: The monk is ability to make a trip attack against 3 adjacent opponents.
Strike the unseen:12th level
2 Ki - Imbue unarmed attacks with the ghost touch quality for 1 round/2 monk levels.
14th: Feats: Vital Strike.
Abilities: Crashing Wave Strike
Crashing Wave Strike: This devastating full round action consists of two attacks, if both attacks hit, initiate a trip maneuver with CMB+dmg
18th: Feats: Improved Vital Strike.
Abilities: Timeless Body – as current monk ability
Ki Powers Ki Pool = Monk level + wisdom (sorry 1/2 monk level was too low)
Unless otherwise noted, each ki maneuver is activated as a swift action after dealing damage to a foe with an unarmed strike or monk's weapon and requires 1 ki to activate. The DC for all saves is 10 + 1/2 Character Level + Wis Mod
4th Agility of the Mantis, Coiled Viper Strike, Strength of the Bull, Ring the Bell, Rising Sun Strike, Monkey Breaks the Melon, Strength of the Tiger, Tough as the Rat, Wholeness of Body.
Coiled Viper Strike - The target must make a Fortitude Save or be nauseated until the end of the Monk's next turn.
Monkey Breaks the Melon- If the monk connects and deals damage with 2 or more attacks against one opponent he may activate Monkey Breaks the Melon as a swift action against that opponent at the cost of 1 ki. The opponent must make a fortitude save or be Confused until the end of the Monk's next turn. Creatures immune to criticals are immune to this extra damage.
Ring the Bell - Use a Ki point to make a reach attack as a full round action. This attack has a reach of 10 @ level 6. 20 @10. 30@15 and 40@ 20.
Focused Strike: 1 ki As a Standard action, make a single attack or maneuver at double wisdom bonus.
Rising Sun Strike - The target must make a Reflex Save or be dazed for a number of rounds equal to the Monk's wisdom modifier.
Strength of the Tiger – This allows a monk to use Ki to increase his strength for 1 round/2 monk levels. 1 ki/+2 strength. May gain +4 at level 10, and +6 at level 16.
Agility of the Mantis – This allows a monk to use Ki to increase his dexterity for 1 round/2 monk levels. 1 ki/+2 dexterity. May gain +4 at level 10, and +6 at level 16.
Tough as the Rat – This allows a monk to use Ki to increase his CON for 1 round/2 monk levels. 1 ki/+2 CON. May gain +4 at level 10, and +6 at level 16.
Clever as the Monkey – This allows a monk to use Ki to increase his INT for 1 round/2 monk levels. 1 ki/+2 INT. May gain +4 at level 10, and +6 at level 16.
Wise as the Dragon – This allows a monk to use Ki to increase his WIS for 1 round/2 monk levels. 1 ki/+2 WIS. May gain +4 at level 10, and +6 at level 16.
Charming as the XXXXX-This allows a monk to use Ki to increase his CHA for 1 round/2 monk levels. 1 ki/+2 CHA. May gain +4 at level 10, and +6 at level 16.
Wholeness of body: As written, it just becomes an optional choice.
12th: Abundant Step, Crippling Strike, Iron Body,
Fist of the Elements.
Abundant Step: As written, just becomes a Ki ability, and becomes a move action.
Crippling Strike – Use Ki to cause Str or Dex dmg when you connect with an unarmed attack as a swift action. (costs 1 Ki to inflict 1d6 STR or Dex) Fort save to resist.
Fist of the Elements: 12th level
1 Ki - imbue unarmed attacks with an elemental quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.
3 Ki - imbue unarmed attacks with an elemental burst quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.
Iron Body – gain DR5/- for 1 round as a swift action per Ki spent.
15th: Adamantine Body, Deadly Venom Strike, Halves Become Whole, Quivering Palm
Adamantine Body - gain DR 10/- for 1 round as a swift action using 2 Ki.
Deadly Venom Strike – After a successful unarmed attack, as a swift action, may use 2 Ki to inflict d6 CON dmg. Fort save to resist.
Halves Become Whole - The monk receives a second swift action each round, which may only be used to activate Ki maneuvers. The monk may never activate the same Ki maneuver more than once in a given round, but may activate two different ones.
Quivering Palm: As written except it drains the monk of all Ki when he performs it.
All other monk attributes remain the same.
AC from Wisdom
AC Bonus
SAVES
BAB and HD
Extra movement