The Genius Guide to More Monk Talents (PFRPG) PDF

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The idea of monk talents (and why they're awesome to begin with) is first presented in The Genius Guide to the Talented Monk, along with a large number of talents (many adapted from the abilities of monk archetypes) to get you going. But we know that you can never have enough talents and so the GGT: More Monk Talents adds over 20 new ones, each of which can be used with the Talented Monk book, or added as new options for the traditional monk class.

This is the latest release in the best-selling "Talented Class" line of PDFs from Super Genius Games. Previous releases include: the Talented Fighter, More Fighter Talents, the Talented Rogue, More Rogue Talents, and the Talented Monk. Each release to date not only has a 5-star rating, but each and every book comes with our unconditional guarantee* that none of the "Talented Class" products will break your game, just make it more awesome!

*We're serious. If you feel that any of the "Talented Class" books has made your game less fun, just let Super Genius Games know and we'll happily give you a full refund or any other Super Genius PDF of your choice!

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An Endzeitgeist.com review

5/5

This pdf is 10 pages long, 2/3 of a page of front cover, 1 page editorial/SRD, leaving us with 8 1/3 pages of content, so let's take a look!

So, here we are, new talents for the excellent reimagining of the monk class and we kick off with 15 new talents - though that number, especially when compared to older installments in the series, is deceptive - some of these talents are MASSIVE. Take for example elemental ki powers - these allow monks to harness an element for which the monk has an elemental fist-affinity. Now, by expending a point of ki, the monk learns to harness one ability from the list of the respective element as a spell-like ability with thus a higher DC than its regular spell. Now, per element, 4-3 different choices PER ELEMENT are provided. Beyond even these choices, the choices are available for 4th, 6th, 8th level and subsequently in its advanced talent form, at 10th level, 12th, 14th and 16th level - with each of these steps netting access to a new potential array of spell-like abilities to learn - varied, complex, cool!

Now, not only the more esoteric monks get cool tools - take for example endless strikes - requiring flurry of blows to learn, this one lets a monk execute a vast array of weak attacks (resolved as one) - as a cool benefit, this allows the monk in question to damage swarms of fine and diminutive creatures for full damage - all while evoking a cool imagery. From improved retreating capabilities to switching places with an adjacent ally, there are more basic moves here as well. If you'd rather go telekinetic on foes, you'd might want to take a look at Ki Bolt: By expending a point of ki, the monk may turn his/her melee attacks into ranged attacks with an increment of 5 foot per monk level, allowing also for elemental synergy via elemental fist, if applicable. The grand caveat being, that thankfully, the monk's reach s not expanded as well. Starting off as rather weak, the talent develops over time and overall, seems to be working just fine - but I do have one concern - since any melee attack can be made a ki bolt, can ki bolts thus be used to initiate combat maneuvers at range? If so, we're looking a quite a can of worms, since they tend to be balanced by AoOs. While I think the RAI points towards maneuvers not being an option, the talent does not specifically prohibit the use of combat maneuvers.

Fighting prone and defensive martial poses make for less problematic options, as is the option to hit single targets of attacks with the effects of spells contained on scrolls. Making foes attempting to hold the monk falls prone, adding the ghost touch quality to unarmed attacks for 1 round, making spring-attack-like attacks combined with combat maneuvers and flipping over foes to get into flanking positions are some of the nice new options herein - though the latter is rather risky. Also interesting - returning throw, which allows for thrown weapons to return to the hands of the monk when thrown when thrown with a penalty to atk as a full-round action -now the catch (haha) is, the weapon may attack all targets within an arc the monk determines - with all attacks taking the potential range-increment penalty. And yes, batting the weapon out of its path is possible. This extremely complex talent is per se great and I get for which kind of weapons it was intended - the thing I consider problematic, though, in-game logic wise, would be that e.g. shurikens could be thrown via this talent - and that makes no sense to me. Yes, It's probably a personal thing (I could still imagine throwing knives slicing foes as they pass), but shurikens feel more impact-related to me - and they can be thrown in groups if the respective character has flurry of stars - does the talent stack with flurry of stars? If it does, can individual arcs be determined for each shuriken or do they follow the same path? It's a very specific nitpick, but one usage I know my players would try to pull off.

A filled gap in the rules now also allows the monk to deflect multiple missiles per round (and may reduce damage incurred by swarms) or follow a path that is in line with one type of outsider, with 6 sample paths provided, each netting some cosmetic changes and outsider-like benefits.

A total of 5 advanced talents are provided, with aforementioned paths being expanded upon and the already mentioned elemental abilities seeing a massive expansion. The defensive pose can be expanded, and there is a powerful, cool option that allows you to turn a spell-like ability into a supernatural ability - awesome! Monks focused on whirlwind attack may also learn to spend a ki-point to move their speed and make a single attack against every foe in reach at any point of the movement - OUCH! Range-weapon + monk movement= massive amounts of pain. Nice!

The Grand Monk Talents include the conclusions of the elemental ki power-talents and the significant benefits of the outsider-apotheosis talents.

The pdf closes with a handy list of monk talents grouped by theme.

Conclusion:

Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres to SGG's 3-column full-color standard with a gorgeous artwork and nice interior art. The pdf comes fully bookmarked for your convenience.

So far, content-wise, this pdf delivers quite a few complex, cool talents that do iconic, cool things and provide some options that simply rock - but the pdf has also one talent that makes my powergame-radar tingle quite loudly and here and there, a tad bit of additional information/restriction would have helped. Then again, this pdf does come at a very fair price-point and honestly, I don't feel justified in rating in down - hence, my final verdict will clock in at 4.5 stars, rounded up to 5 for the purpose of this platform.

Endzeitgeist out.


Webstore Gninja Minion

Now available!

Scarab Sages Contributor; Developer, Super Genius Games

Thanks, Liz!

It's got 22 new talents if you treat the elemental ki power and unearthly path talents as 1 each, and 107 if you count each option within those talents separately.

Designed to work with The Genius Guide to the Talented Monk, but also includes quick rules for using it on its own. :)

Here's the list broken out by theme.

Combat Maneuvers
Spring maneuver

Defense (AC/DR)
Fighting retreat

Defense (other)
Shuck
Wasp swatter

Ki and Mysticism
Advanced elemental ki powers(advanced talent)
Elemental ki powers
Grand elemental ki power(grand talent)
Ki bolt
Scroll-fu
Secret techniques (advanced talent)
Spirit strike
Unearthly master (grand talent)
Unearthly path
Unearthly way (advanced talent)

Mobility
Prone fighting

Offense
Advanced pose (advanced talent)
Endless strikes
Kata kin
Martial pose
Up and over
Returning throw
Whirlwind dash (advanced talent)


1 person marked this as a favorite.

I love you Owen!


Hey Owen,

Like this, but have a question. Here's the relevant text in question:

A monk must have a ki pool and the Elemental Fist feat dealing the appropriate damage (acid for earth ki powers, cold for water ki powers, electricity for air ki powers, and fire for fire ki powers) to take this talent.

The way this reads to me, is that you specifically have to take Elemental Fist with a specific energy type which leads into which powers you take, but the Elemental Fist feat reads as follows:

Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt).

It appears that you designate the Elemental Fist and then designate which energy type you are using for that attack. The next time you attack, you may elect a different energy type. So it varies from attack to attack.

Or am I missing something?

Thanks.

Scarab Sages Contributor; Developer, Super Genius Games

1 person marked this as a favorite.

Nope you didn't miss anything -- I did. And dang it, we read that three times in playtesting...

Okay, just note for the moment that when you select your first elemental ki power you must choose an element (air, earth, fire, or water), that choice cannot be changed, and you may only select elemental ki powers from that element. I'll get the text fixed after making sure there aren't any other blaring mis-steps on my part.


Glad I could help! That text appears a couple of times at least in the document.

Scarab Sages Contributor; Developer, Super Genius Games

Sethvir wrote:
Glad I could help! That text appears a couple of times at least in the document.

Yep, I carefully recreated it at every level of elemental ki powers, and I think in one other place.

You know, for clairity. :P

Contributor

1 person marked this as a favorite.

Elemental Ki Powers = Elemental Bending?

Seriously, Owen. You and my wallet have GOT to stop meeting like this.


Alexander Augunas wrote:

Elemental Ki Powers = Elemental Bending?

Seriously, Owen. You and my wallet have GOT to stop meeting like this.

Partly why I funded the DungeonADay Kickstarter. One fee up front and I get all the goodness that is SGG for 18 months, I think it was...Oh and the I thought the DaD stuff was nice too.

Dark Archive

...and purchased. I can hardly wait for some of the other classes. Here's hoping the Gunslinger is sooner rather than later! +)

Scarab Sages Contributor; Developer, Super Genius Games

3 people marked this as a favorite.
Alexander Augunas wrote:
Elemental Ki Powers = Elemental Bending?

Let's say "partially inspired by" rather than "equals." I mean, I've been wanting ice powers on a monk since Sub-Zero first kicked my butt...

And also, bending is its own special, awesome thing, and I think it'd take a chunk more space than I had in this pdf to really try to do it justice. But you can get a LOT closer with this, yes. :)

Alexander Augunas wrote:
Seriously, Owen. You and my wallet have GOT to stop meeting like this.

My mortgage tell me otherwise. :D


Pathfinder Card Game Subscriber
Owen K. C. Stephens wrote:

Nope you didn't miss anything -- I did. And dang it, we read that three times in playtesting...

Okay, just note for the moment that when you select your first elemental ki power you must choose an element (air, earth, fire, or water), that choice cannot be changed, and you may only select elemental ki powers from that element. I'll get the text fixed after making sure there aren't any other blaring mis-steps on my part.

I actually had the same confusion. Thank you for the answer.

This actually got me to thinking, though. Do you think it would be reasonable to have a single talent that combined the benefits of the Elemental Fist and Improved Elemental Fist talents, but restricted it to a single chosen energy type? I just think it would work really well with the Elemental Ki Power talent and help with the theme and flavor since it would seem kind of weird (for me, at least) for a Fire Monk to freely use cold elemental fists, but not be able to gain any water elemental ki powers.

Thank you for another awesome PDF.


Pathfinder Card Game Subscriber

I went ahead and did a draft of such a talent:

Focused Elemental Fist (Su)*: Choose one energy type. The monk receives Elemental Fist as a bonus feat, even if he does not meet the prerequisites, but can only do damage of his chosen type. A monk may attempt an elemental fist a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). If the monk already has the standard Elemental Fist feat from another source or later gains it, the damage from this talent is added to his standard Elemental Fist damage when using the chosen energy type. The monk does not, however, gain any additional attempts per day. For example, a fifth level monk with the Elemental Fist, Focused Elemental Fist (fire), and Improved Elemental Fist talents will do 4d6 damage with a fire type elemental fist, 2d6 damage with any other energy type, and have 5 attempts total.

What do you think?


Pathfinder Card Game Subscriber

Revised Focused Elemental Fist Talent:
Focused Elemental Fist (Su)*: Choose one energy type: acid, cold, electricity, or fire. The monk receives Elemental Fist as a bonus feat, even if he does not meet the prerequisites, but can only use it to deal damage of his chosen type. A monk may attempt an elemental fist a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). If the monk already has the standard Elemental Fist feat from another source or later gains it, the damage from this talent is added to his standard Elemental Fist damage when using the chosen energy type. The monk does not, however, gain any additional attempts per day. For example, a fifth level monk with the Elemental Fist, Focused Elemental Fist (fire), and Improved Elemental Fist talents will do 4d6 damage with a fire type elemental fist attack, 2d6 damage when using any other energy type, and have 5 attempts total.

Sorry for the triple post. Was just re-reading it a few times and thought some things could be a little more clear or worded better. Like making sure that it's spelled out that you can only pick one of the energy types that are part of the standard Elemental Fist feat. So no, you can't take Focused Elemental Fist to deal sonic damage.... Though now that I think about it, that kind of sounds like it could be a cool talent, too! Ahhhh, your work with the Talented Monk has brought on so many ideas! Thank you again.

Scarab Sages Contributor; Developer, Super Genius Games

pluvia33 wrote:
Was just re-reading it a few times and thought some things could be a little more clear or worded better.

for the record, I really like both the idea and the execution.

pluvia33 wrote:
Ahhhh, your work with the Talented Monk has brought on so many ideas!

For the record, that's an amazing compliment. Thanks!

pluvia33 wrote:
Thank you again.

You are very welcome.

Scarab Sages Contributor; Developer, Super Genius Games

Zenlike wrote:
...and purchased.

My thanks!

Zenlike wrote:
I can hardly wait for some of the other classes. Here's hoping the Gunslinger is sooner rather than later! +)

Well I'm already working on it, so I would guess it'll be not-too-long after cavalier.

Scarab Sages Contributor; Developer, Super Genius Games

Onyewu wrote:
I love you Owen!

I think that is the most openly positive response I have ever gotten from a product. :D


1 person marked this as a favorite.

The genius guides are all great products, but the talented class guides are absolutely the best pathfinder third party products to date. All I ask is please bring out the iconic classes before classes like the gunslinger. I am highly anticipating the talented ranger, barbarian, and paladin before the gunslinger and cavelier. Weneed a ranger without spells .

Either way thanks for all your great products and will co.tinue to support your work

Scarab Sages Contributor; Developer, Super Genius Games

Jonathan Needleman wrote:
The genius guides are all great products, but the talented class guides are absolutely the best pathfinder third party products to date.

That is high, high praise indeed!

Jonathan Needleman wrote:
All I ask is please bring out the iconic classes before classes like the gunslinger. I am highly anticipating the talented ranger, barbarian, and paladin before the gunslinger and cavelier.

Er... ah...

So I'm about 3/4 through talented Cavalier. It'll be next. :P

Now, after that I am planning on focusing on core book classes (and barbarian and monk are at the front of that list). But I really needed to do cavalier next for a number of reasons, not the least being I was considering making cavalier/paladin one talented class.

(That idea didn't survive my first serious writing pass -- both balance and concept issues -- but a lot of cavalier work had to be done before I was sure of that.)

Additionally the cavalier orders allowed me to testbed some ideas I'll be evolving to deal with cleric domains, sorcerer bloodlines, and wizard specializations -- without also having to balance spells at the same time. The playtest feedback has been really useful, and I'm not sure if I could have gotten here if I'd tried sorcerer first.

I don't promise to do ALL the core classes before I get to gunslinger (or alchemist -- I have some ideas about alchemists I am dying to try out). But certainly the core stuff will be my focus.

Then the base classes.

Then maybe Super Genius classes... in a year or two when I am done with everything else.

Jonathan Needleman wrote:
Weneed a ranger without spells .

And that will absolutely be an option. But, while you wait for The Talented Ranger, may I suggest there's another 3pp product you might find interesting? The Expanded Spell-Less Ranger, written by sometime SGG contributor Marc Radle, is pretty awesome. (So awesome I wrote #1 With a Bullet Point: 6 Spell-Less Ranger Feats, to go with it. :D )

Jonathan Needleman wrote:
Either way thanks for all your great products and will continue to support your work

Thanks, hearing that is always awesome!

Contributor

Jonathan Needleman wrote:

The genius guides are all great products, but the talented class guides are absolutely the best pathfinder third party products to date. All I ask is please bring out the iconic classes before classes like the gunslinger. I am highly anticipating the talented ranger, barbarian, and paladin before the gunslinger and cavelier. Weneed a ranger without spells .

Either way thanks for all your great products and will co.tinue to support your work

In my opinion, the cavalier and gunslinger need it way more than the barbarian or paladin do. Standard barbarians and paladins at least have some variety built into the class, the cavalier has very little (orders) and the gunslinger has none whatsoever.


It isn't so much if the Cavelier or Gunslinger needs it more. As a DM and as a player I need iconic classes much more than extra less used classes by players and
Npcs.

As for the Spell-less Ranger it was very good and a player of mine has converted to it until the much anticipated talented ranger. Are you gonna use the Spell-less ranger in the talented ramger? I hope so since there is a lot of good in there.

Scarab Sages Contributor; Developer, Super Genius Games

Jonathan Needleman wrote:

It isn't so much if the Cavelier or Gunslinger needs it more. As a DM and as a player I need iconic classes much more than extra less used classes by players and

Npcs.

I can understand that. to some extent the order of the next few is settled. Talented Cavalier is in layout, and I'm working on several of the core classes now anyway.

Jonathan Needleman wrote:
As for the Spell-less Ranger it was very good and a player of mine has converted to it until the much anticipated talented ranger. Are you gonna use the Spell-less ranger in the talented ramger? I hope so since there is a lot of good in there.

I'll certainly be mentioning it, the way I mentioned some sources in The Talented ranger. I don't know if I am going to reprint all the abilities, because that's both some fairly wholesale ogl-nabbibg, and because the talented books tend to be pretty big with just the official material.


Well I am pretty sure anything in the Spell-less ranger can be quickly converted to a talent. My player loves the bonded animal archetype.

We have one player who is playing a talented fighter/magus. Another player is playimg the spell-less ranger/cleric and one of my major npcs is playing a talented monk/talented fighter/cleric.

My players are Gestault since they requested a high level campaign wothput being epic levels and wanted more diverse characters. Another player is playimg a converted shadowcaster/warlock but since those aren't
Pathfinder classes he doesn't feel the love as much.

Scarab Sages Contributor; Developer, Super Genius Games

Owen K. C. Stephens wrote:
I'll certainly be mentioning it, the way I mentioned some sources in The Talented Ranger. I don't know if I am going to reprint all the abilities, because that's both some fairly wholesale ogl-nabbibg, and because the talented books tend to be pretty big with just the official material.

Ah, I meant The Talented Fighter, of course.

I'm trying to decide how I am going to handle all the ranger options that will work so well for talents. I'll include all the archetype abilities of course, and the skirmisher is going to be a lot of that. But there are some awesome 3pp options to. The Spell-Less Ranger is one source. My own Ranger Options: Knacks of Nature is another. In fact, the design on Knacks of nature is really an early version of my talented class ideas.

I'm currently leaning towards listing them in a sidebar, along with what product they come from, and classifying them as edges, talents, advanced talents, and grand talents, but not fully reprinting them. I don't like grabbing other company's work whole-cloth (even if it is OGC), and tacking on 11 pages of Ranger Options seems likely to push page-count beyond what I can edit and get laid out in a timely fashion.


Pathfinder Card Game Subscriber

I was able to make this my first ever review on the site, but the page timed out on me and I lost everything.... Oh well, maybe I'll re-write it eventually.

Also, Owen, I sent you a PM. Don't know how often you check them.

Scarab Sages Contributor; Developer, Super Genius Games

Since I don't trust ANY site, I always write things longer than about 5 sentences in a word processor program, then copy and paste. :P

I'd LOVE to see the review if you ever take the time again, and thanks for doing it once!

(Now to check my IMs...)


Owen K. C. Stephens wrote:


Alexander Augunas wrote:
Seriously, Owen. You and my wallet have GOT to stop meeting like this.
My mortgage tell me otherwise. :D

I mentioned some of the Talented Class goodness to my chief non-resident player and added this exchange. His response, "O.O now he's gonna seduce MY wallet!!" (He is eagerly looking forward to the Talented Gunslinger.)


Reviewed first on Endzeitgeist.com, then submitted to GMS magazine and Nerdtrek and posted here, on OBS and d20pfsrd.com's shop.

Scarab Sages Contributor; Developer, Super Genius Games

As always, many thanks for the review!


Any chance of updating this guide for the unchained monk?

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