Martial Monk
From Titan's Teeth
Main > > Archetypes > Martial Monk |
Hit Die: d8
1st Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Combat Talents |
---|---|---|---|---|
+0 | +2 | +2 | +2 | 0 |
Combat Training
Monks may combine combat spheres and talents to create powerful martial techniques. They use Wisdom as their practitioner modifier.
Talents
You gain the Boxing Sphere and Open Hand Sphere from your class.
In addition from your martial tradition you gain the Critical Genius Equipment talent, a Boxing Sphere talent, an Open Hand Sphere talent and either Finesse Fighting, Unarmed Training, or Unarmored Training from the Equipment sphere.
Mandatory: You gain the Boxing Sphere, the Open Hand Sphere and the Critical Genius Equipment talent.
Default: You pick the Overhead Smash Boxing talent, Judo Throw Open Hand talent and Unarmored Training Equipment talent.
Note: Note the increase in damage gained from the Unarmed Combatant feature of the Boxing and Open Hand spheres.
AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.
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 Strike
Starting at 1st level, whenever the monk uses the attack action to attack with an unarmed strike or a monk special weapon, he may make one additional attack with an unarmed strike or monk special weapon as a free action. The monk must decide whether or not to use this ability before making the first attack roll for her attack action.
Attacks made using this ability apply the monk’s full Strength bonus to the damage roll, regardless of whether the weapon is wielded with two hands or with an off-hand. This extra attack cannot be used with the extra attack granted by the Dual Wielding sphere.
Stunning Fist (Ex)
Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. You must declare that you are using this ability before you make your attack roll (thus, a failed attack roll ruins the attempt).
A defender who fails this saving throw is stunned for 1 round (until just before your next turn). Additional hits increase the duration.
The monk may attempt a stunning attack 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.
Feats
From possessing the Boxing Sphere, you gain the benefits of Unarmed Combatant.
Default: Pick Extra Combat Talent as your level 1 feat, and use it to gain the Suppressive Rush Open Hand talent.
2nd Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Combat Talents |
---|---|---|---|---|
+1 | +3 | +3 | +3 | +1 (1 total) |
Talents
Gain 1 bonus martial talent.
Default: You pick the Raging Bull.
Note: Check for an increase in damage gained from the Unarmed Combatant feature of the Boxing and Open Hand spheres.
Evasion
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.
3rd Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Combat Talents |
---|---|---|---|---|
+2 | +3 | +3 | +3 | +0 (1 total) |
Fast Movement
At 3rd level, a monk gains a +10 ft. enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training
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
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Feats
Default: Pick Deft Maneuvers or Powerful Maneuvers as your character level 3 feat.
4th Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Combat Talents |
---|---|---|---|---|
+3 | +4 | +4 | +4 | +1 (2 total) |
Ability Score Increase
At 4th character level you gain a +2 permanent increase to an ability score of your choice.
Talents
Gain 1 bonus martial talent.
Default: You pick the Snap Kick talent.
Note: Check for an increase in damage gained from the Unarmed Combatant feature of the Boxing and Open Hand spheres.
AC Bonus
The monk gains a +1 bonus to AC and CMD which applies under the same conditions as the boost gained at 1st level.
Ki Pool
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.
Ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
By spending 1 point from his ki pool, a monk can do one of the following:
- Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
- Increase his speed by 20 feet for 1 round, or
- Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall
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.
Stunning Fist
At 4th level the monk gains the ability to make the target of his Stunning Fist fatigued. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. The monk must choose which condition will apply before the attack roll is made.
5th Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Combat Talents |
---|---|---|---|---|
+3 | +4 | +4 | +4 | +0 (2 total) |
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.
Feats
Default: Pick Deflect Arrows as your character level 5 feat.
6th Level
Base Attack Bonus |
Fort Save |
Reflex Save |
Will Save |
Combat Talents |
---|---|---|---|---|
+4 | +5 | +5 | +5 | +1 (3 total) |
Talents
Gain 1 bonus martial talent.
Default: You pick the Launching Uppercut talent.
Note: Check for an increase in damage gained from the Unarmed Combatant feature of the Boxing and Open Hand spheres.
Fast Movement
Your enhancement bonus to movement increases to +20 ft.
Slow Fall
Your slow fall distance increases to 30 ft.
Monk Feats
Name | Categories | Prerequisites | Benefit |
---|---|---|---|
Complementary Education | — | Archetype with skill points per level at 4 or less. | Gain +2 skill points per level and 4 additional class skills. |
Deny Death | — | ki pool, Endurance | Prevent bleeding from injuries as long as you have ki. |
Gliding Steps | — | Dex 13, ki pool, Dodge, Nimble Moves | Ignore attacks of opportunity using ki. |
Ki Stand | — | ki pool | Stand up as a swift action. |
Triage | — | Caster class ability or ki class ability, Heal 1 rank. | Spend spell or ki points to treat deadly wounds more than once per day. |
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