Ultimate Monk (DnD Optimized Character Build)/Monks of the Fivefold Path

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Progression (3.5E)[edit]

Monks of the Fivefold Path[edit]

Introduction[edit]

Recently, the salvage parties emerging from of the Mournlands have brought with them strange tales. They say that fortresses -- modest yet sturdy keeps -- have arisen on the southern coastline, and they declare themselves to be -- of all things -- monastaries! It's said that the challenge of the Lord of Blades was met with respectful words and a generous offer of money for land in which his power did not run in any case. That the petition of these strange abbots was granted, and they have set about farming, and crafts-making, and have busied themselves with the decades-long task of burying the dead of the Field of Ruins.

These very same monks, many now remember, have for some years passed through the cities and towns of Khorvaire, little noticed, for they preach no doctrine, and are as apt to be found repairing an irrigation ditch or forking loads of hay as in mediation or prayer. Humble in all things, but doughty fighters when put to it, as all attest.

They live today in the very heart of the madness of the Mourning Lands, and if its spellwrought abominations trouble their work, they do not speak of it. No land claims them for their own, and their remoter history is unknown. The scholars of Korranberg profess themselves baffled at from whence they appeared; their notes make further reference only to an absurd legend that has its source among certain ignorant populations with which some of the monks long dwelt; these simple folk believe that the monks Fivefold Path have come across the Thunder Sea, out of the South, from Argonnessen.

Who are the monks of the Fivefold Path?[edit]

The followers of the Fivefold Path worship no deity, and advance no worldly ambition other than their own enlightenment, pursued via a life of study, practice, contemplation, and good works. They seek to attain perfection in the five cardinal virtues: conviction, mindfulness, industry, concentration, and understanding. Each monk pursues all the cardinal virtues, but by dint of either personal character, or the associations of their teachers, each monk also has a personal focus; an element of the path he or she is deepest in the study of. The monks are known by their foci, which are also associated with the five fundamental substances of the universe: Earth (conviction); Water (mindfulness); Fire (industry); Air (concentration), and; Void (understanding).

Earth Monk[edit]

Knowing others is wisdom;

Knowing the self is enlightenment.

Mastering others requires force;

Mastering the self requires strength.


Race: Dragonborn Half-Giant (aspect: wings)

Abilities (32 point buy): Str 18 (16), Int 16, Wis 10, Dex 10 (14), Con 16 (12), Cha 8.

Traits: Quick, Aggressive.

Flaws: Murky-eyed, Shaky.

Region: Taer (or equivalent).

Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).


Skills (ECL 1): Jump, Tumble (cross-class), Balance (cross-class), Sense Motive (cross-class), Listen, Spot, Hide, Move Silently, Knowledge (dungeoneering).


Table: Monk of the Fivefold Path: Earth

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Power Points/Day
Fort Ref Will
1st (Ranger 1) +1 +2 +2 +0 Battle Jump (flaw), Up the Walls (flaw) Improved InitiativeECL, Track –2/–2 1d3 +0 +0 ft. 0
2nd (Ranger 1/Monk 1) +1 +4 +4 +2 Improved Grapple (Monk Bonus Feat), Improved Unarmed Strike (Monk Bonus Feat), Flurry of Blows, Unarmed Strike, New skill Concentration, New class skill Tumble, Powerful Build –1/–1 1d8 +0 +0 ft. 0
3th (Fangshields Ranger 2/Monk 1) +2 +5 +5 +2 Ascetic HunterECL, Improved Natural Attack B +0/+0 2d6 +0 +0 ft. 0
4th (Fangshields Ranger 2/Monk 2) +3 +6 +6 +5 +1 Int, Monastic Training (Slayer) < sup>B</sup>, new class skill Balance, Evasion +1/+1 3d6 +0 +0 ft. 0
5th (Fangshields Ranger 2/Monk2/Erudite 1) +4 +6 +6 +7 Psicrystal Affinity (Nimble)B, Practiced Manifester (Complete Psionic)B, New skill Autohypnosis +2/+2 3d6 +0 +0 ft. 2
6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1) +5 +6 +6 +9 Carmendine MonkECL, Favored enemy +2, enemy sense, New skill Knowledge (psionics), new class skill Sense Motive +3/+3 3d6 + +0 ft. 2
7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2) +6/+1 +6 +6 +10 Brain nausea +4/+4/-1 3d6 +0 +0 ft. 6
8th (Ranger 2/Monk2/Erudite 1/Slayer 3) +7/+2 +7 +7 +10 Lucid buffer +5/+5/+0 3d6 +0 +0 ft. 11
9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1) +7/+2 +9 +7 +10 Tashalatora ECL, Morphic immunities, Morphic weapons, improved flurry (-1 to hit), new skill Disguise +6/+6/+1 3d8 (4d8 in altered form) +1 +0 ft. 11
10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1) +8/+3 +9 +7 +11 Favored enemy +4 +7/+7/+2 3d8 (4d8 in altered form) +1 +0 ft. 17
11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1) +9/+4 +9 +7 +11 +8/+8/+3 3d8 (4d8 in altered form) +1 +0 ft. 25
12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1) +10/+5 +10 +8 +12 Superior Unarmed StrikeECL, Cerebral blind +9/+9/+4 4d8 (6d8 in altered form) +1 +0 ft. 35
13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1) +11/+6/+1 +10 +8 +12 class="left" Favored enemy +6, improved flurry (no attack penalty) +11/+11/+6/+1 4d8 (6d8 in altered form) +1 +0 ft. 46
14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1) +12/+7/+2 +10 +8 +13 Breach power resistance +7/+7/+2 4d8 (6d8 in altered form) +2 +0 ft. 58
15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1) +13/+8/+3 +11 +9 +13 Iron WillECL, Cerebral immunity, Greater flurry +13/+13/+13/+8/+3 4d8 (6d8 in altered form) +2 +0 ft. 72
16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1) +14/+9/+4 +11 +9 +14 Blast feedback, favored enemy +8 +9/+9/+4 6d8 (8d8 in altered form) +2 +0 ft. 88
17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 1) +15/+10/+5 +13 +9 +16 Partition mind, New skill Bluff, new class skill Sleight of Hand +15/+15/+15/+10/+5 6d8 (8d8 in altered form) +2 +0 ft. 106
18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 2) +16/+11/+6/+1 +14 +9 +19 Snap Kick ECL, Cleansing strike, New skill Knowledge (psionics) +16/+16/+16/+11/+6/+1 6d8 (8d8 in altered form) +2 +0 ft. 45
19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 3) +17/+12/+7/+2 +14 +10 +19 Disrupting blow 1/day +17/+17/+17/+12/+7/+2 6d8 (8d8 in altered form) +2 +0 ft. 126
20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Sanctified Mind 4) +18/+13/+8/+3 +15 +10 +20 Hard to hold +18/+18/+18/+13/+8/+3 6d8 (8d8 in altered form) +2 +0 ft. 147

Progression note: The build uses the optional UA rule for buying off level adjustments, in this case the Half-Giant’s +1. Between class levels 3 and 4 (ECL 4 and 5) the build is required to “buy off” the LA with an XP payment of 3,000. Because there is no simple way to reflect this finesse on the progression table, the Half-Giant’s LA +1 is simply ignored; the table should reflect the final result after the experience point cost is paid.

Often, the use of LA races is optimizations is dicey, because there is not a fixed and definitive method under RAW for designing a balanced monster class (only the guidelines in Savage Species. However, due to the tables in Complete Psionic, the common psionic races are now an exception to this. This build follows the half-giant progression table given there, which places the LA between class levels one and two, and attaches the Powerful Build characteristic to that level.

Water Monk[edit]

"The pinnacle of military deployment approaches the formless: If it is formless, then even the deepest spy cannot penetrate it, nor the wise make plans against it"

-- Sun Tzu The Art of War


Class Levels:

Warshaper 4

IoDM 4

Monk 11

Psionic Fist 9

Drunken Master 2


Personality and concerns:

The goal of Sea monks is mindfulness; to give the fullest attention to each moment of the present, neither regretting the past nor anxious about the future. This mindfulness and detachment from memory or prediction are key to the fluidity and improvisational genius of their fighting style. Living always in the present, attuned to the messages of their senses, their chief temptation is to sensual desire.


Table: The Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st (Monk 1) +0 +2 +2 +2 Monk Bonus Feat (Improved Grapple), Flurry of Blows, Unarmed Strike,ECL feat (Improved Initiative), Flaw feat (Wild Talent), Flaw feat (Great Fortitude), Human feat (if human) (Expeditious Dodge), +2 Tumble (denying stance skill bonus) –2/–2 1d6 +0 +0 ft.
2nd (Monk 2) +1 +3 +3 +3 Monk Bonus Feat (Combat Reflexes), Evasion –1/–1 1d6 +0 +0 ft.
3th (Monk 3) +2 +3 +3 +3 Still Mind, ECL feat (Quick Reconnoiter (Complete Adventurer)) +0/+0 1d6 +0 +10 ft.
4th (Monk 4) +3 +4 +4 +4 Ki Strike (Magic), Slow Fall 20 ft. +2/+2 1d8 +1 +10 ft.
5th (Monk 5) +3 +4 +4 +4 +2/+2 1d8 +1 +20 ft.
6th (Monk 6) +4 +5 +5 +5 Monk Bonus Feat (Improved Disarm, Slow Fall 30 ft. Slow Fall 40 ft., ECL feat (Improved Natural Attack (unarmed strike), Denying Stance bonus ability +3/+3 1d8 +1 +20 ft.
7th (Monk 6/Drunken Master 1) +5 +7 +7 +5 Drink like a demon, improvised weapons. +4/+4 1d8 +1 +20 ft.
8th (Monk 6/Drunken Master 2) +6/+1 +8 +8 +5 Stagger +5/+5/+0 1d8 +1 +20 ft.
9th (Monk 6/Drunken Master 2/Psionic Fist 1) +6/+1 +8 +10 +10 ECL feat (Overchannel) +5/+5/+0 1d8 +1 +30 ft.
10th (Monk 6/ Drunken Master 2/Psionic Fist 2) +7/+2 +8 +11 +11 +6/+6/+1 1d10 +2 +30 ft.
11th (Monk 6/ Drunken Master 2/Psionic Fist 3) +8/+3 +9 +11 +11 +7/+7/+2 1d10 +2 +30 ft.
12th (Monk 6/ Drunken Master 2/Psionic Fist 4) +9/+4 +9 +12 +12 ECL feat (Quicken Power) +8/+8/+3 1d10 +2 +40 ft.
13th (Monk 6/ Drunken Master 2/Psionic Fist 5) +9/+4 +9 +12 +12 bonus feat (psionic or fighter) (Up the Walls) +8/+8/+3 1d10 +2 +40 ft.
14th (Monk 6/ Drunken Master 2/Psionic Fist 6) +10/+5 +10 +13 +13 +9/+9/+4 2d6 +3 +50 ft.
15th (Monk 6/ Drunken Master 2/Psionic Fist 7) +11/+6/+1 +10 +13 +13 ECL feat (Power Attack) +10/+10/+5/+0 2d6 +3 +50 ft.
16th (Monk 6/ Drunken Master 2/Psionic Fist 8) +12/+7/+2 +10 +14 +14 +11/+11/+6/+1 2d6 +3 +50 ft.
17th (Monk 6/ Drunken Master 2/Psionic Fist 9) +12/+7/+2 +11 +14 +14 +11/+11/+6/+1 2d6 +3 +60 ft.
18th (Monk 7/ Drunken Master 2/Psionic Fist 9) +13/+8/+3 +11 +14 +14 Wholeness of Body, ECL feat (Expanded Knowledge) +12/+12/+7/+2 2d10 +4 +60 ft.
19th (Monk 8/ Drunken Master 2/Psionic Fist 9) +14/+9/+4 +12 +15 +15 Slow Fall 40 ft. +13/+13/+8/+3 1d10 +2 +30 ft.
20th (Monk 9/ Drunken Master 2/Psionic Fist 9) +15/+9/+4 +9 +13 +13 Improved Evasion +15/+15/+9/+4 2d8 +2 +40 ft.
21st (Monk 10/ Drunken Master 2/Psionic Fist 9) +16/+11/+6 +9 +13 +13 Ki Strike (Lawful), Slow Fall 50 ft., ECL feat (Superior Initiative) +16/+16/+11/+6 2d8 +2 +40 ft.
22nd (Monk 11/ Drunken Master 2/Psionic Fist 9) +16/+11/+6 +10 +14 +14 Diamond Body, Greater Flurry +16/+16/+16/+11/+6 2d10 +2 +40 ft.
23rd (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 1) +17/+12/+7 +10 +14 +14 Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) +17/+17/+17/+12/+7 2d10 +3 +50 ft.
24th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 2) +17/+12/+7 +11 +15 +15 Morphic body, ECL feat (Alertness) +17/+17/+17/+12/+7 2d10 +3 +50 ft.
25th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 3) +18/+13/+8/+3 +11 +15 +15 Morphic reach (+5 unarmed reach) +18/+18/+18/+13/+8 2d8 +3 +50 ft.
26th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4) +18/+13/+8 +12 +16 +16 Morphic healing +18/+18/+18/+13/+8 2d8 +3 +60 ft.
27th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 1) +19/+14/+9 +12 +16 +16 ECL feat (Legendary Wrestler), Evasion +19/+19/+19/+14/+9 2d8 +3 +60 ft.
28th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 2) +19/+14/+9 +13 +17 +17 claws of the dragon (unarmed strikes may be treated as slashing) +19/+19/+19/+14/+9 2d10 +4 +60 ft.
29th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 3) +20/+15/+10 +13 +17 +17 keen senses (darkvision 60 ft. and low-light vision) +20/+20/+20/+15/+10 2d8 +3 +60 ft.
30th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 4) +20/+15/+10 +14 +18 +18 increased unarmed combat damage, ECL feat (Improved Combat Reflexes) +20/+20/+20/+15/+10 2d10 +4 +60 ft.

Fire Monk[edit]

If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected.

- Sun Tzu, The Art of War.


Class levels:

Monk 6

Psionic Fist 9

IoDM 8

Warshaper 1

Dervish 6


Personality and concerns:

The path of the Sun monk is the most comprehensible to outsiders; the energetic practice of kindness and compassion towards all is the manner in which they explore their school's cardinal virtue, energy or industry. Being more active against evil in the world than some others, their chief temptation is to anger or malice.



Table: The Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st (Monk 1) +0 +2 +2 +2 Monk Bonus Feat (Power Attack), Flurry of Blows, Unarmed Strike, flaw feat (Weapon Focus (unarmed strike)), flaw feat (Improved Initiative, ECL feat (Expeditious Dodge), human feat (if human) (Wild Talent) –2/–2 1d6 +0 +0 ft.
2nd (Monk 2) +1 +3 +3 +3 Monk Bonus Feat (Combat Reflexes), Evasion –1/–1 1d6 +0 +0 ft.
3th (Monk 3) +2 +3 +3 +3 Still Mind, ECL feat (Mobility) +0/+0 1d6 +0 +10 ft.
4th (Monk 4) +3 +4 +4 +4 Ki Strike (Magic), Slow Fall 20 ft. +2/+2 1d8 +1 +10 ft.
5th (Monk 5) +3 +4 +4 +4 +2/+2 1d8 +1 +20 ft.
6th (Monk 6) +4 +5 +5 +5 Monk Bonus Feat (Improved Trip), ECL feat (Improved Natural Attack) (unarmed strike)), Slow Fall 30 ft. Slow Fall 40 ft., +3/+3 1d8 +1 +20 ft.
7th (Monk 6/Psionic Fist 1) +5 +5 +7 +7 +4/+4 1d8 +1 +20 ft.
8th (Monk 6/ Psionic Fist 2) +6/+1 +5 +8 +8 +5/+5/+0 1d8 +1 +20 ft.
9th (Monk 6/ Psionic Fist 3) +6/+1 +6 +8 +8 ECL feat (Alertness) +5/+5/+0 1d8 +1 +30 ft.
10th (Monk 6/ Psionic Fist 4) +7/+2 +6 +9 +9 class="left" +6/+6/+1 1d10 +2 +30 ft.
11th (Monk 6/ Psionic Fist 5) +8/+3 +6 +9 +9 bonus feat (psionic) (Up the Walls) +7/+7/+2 1d10 +2 +30 ft.
12th (Monk 6/ Psionic Fist 6) +9/+4 +7 +13 +13 ECL feat (Two-Weapon Fighting) +8/+8/+3 1d10 +2 +40 ft.
13th (Monk 6/Psionic Fist 7) +9/+4 +7 +13 +13 +8/+8/+3 1d10 +2 +40 ft.
14th (Monk 6/Psionic Fist 8) +10/+5 +7 +14 +14 +9/+9/+4 2d6 +3 +50 ft.
15th (Monk 6/Psionic Fist 9) +11/+6/+1 +8 +14 +14 ECL feat (Expanded Knowledge) +10/+10/+5/+0 2d6 +3 +50 ft.
16th (Monk 6/Psionic Fist 9/Warshaper 1) +12/+7/+2 +10 +14 +14 Morphic immunities (immune to stunning or critical hits), #Morphic weapons (increased unarmed strike damage) +11/+11/+6/+1 2d6 +3 +50 ft.
17th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 1) +13/+8/+3 +10 +16 +16 dervish dance 1/day, slashing blades, movement mastery +12/+12/+7/+2 2d6 +3 +60 ft.
18th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 2) +14/+9/+4 +10 +17 +17 ECL feat (Improved Two-Weapon Fighting), Fast movement +5ft +13/+13/+8/+3 2d10 +4 +60 ft.
19th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 3) +15/+9/+4 +11 +17 +17 Spring Attack, dervish dance 2/day +14/+14/+8/+8 1d10 +2 +30 ft.
20th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 4) +16/+11/+6/+1 +11 +18 +18 dance of death +15/+15/+10/+5/+0 2d8 +2 +40 ft.
21st (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 5) +17/+12/+7/+2 +11 +18 +18 ECL feat (Superior Initiative), fast movement +10ft, dervish dance 3/day +16/+16/+11/+6 2d8 +2 +40 ft.
22nd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6) +17/+12/+7/+2 +12 +19 +19 +2 initiative bonus +16/+16/+16/+11/+6 2d10 +2 +40 ft.
23rd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 1) +18/+13/+8/+3 +12 +19 +19 Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) +17/+17/+12/+7/+2 2d10 +3 +50 ft.
24th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 2) +18/+13/+8/+3 +13 +20 +20 claws of the dragon (unarmed strikes may be treated as slashing),ECL feat (Greater Two-Weapon Fighting) +17/+17/+12/+7/+2 2d10 +3 +50 ft.
+19/+14/+9/+4 +13 +20 +20 keen senses (darkvision 60 ft. and low-light vision) +18/+18/+13/+8/+3 2d8 +3 +50 ft.
26th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 4) +19/+14/+9/+4 +14 +21 +21 increased unarmed damage +18/+18/+13/+8/+3 2d8 +3 +60 ft.
27th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 5) +20/+15/+10/+5 +14 +21 +21 frightful presence, ECL feat (Perfect Two-Weapon Fighting) +19/+19/+14/+9/+4 2d8 +3 +60 ft.
28th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 6) +20/+15/+10/+5 +15 +22 +22 improved evasion +19/+19/+14/+9/+4 2d10 +4 +60 ft.
29th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 7) +21/+16/+11/+6 +15 +23 +23 SR 15+IoDM class level +20/+20/+15/+10/+5 2d8 +3 +60 ft.
30th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 8) +21/+16/+11/+6 +16 +24 +24 increased unarmed combat damage, ECL feat (Improved Combat Reflexes) class="left" +20/+20/+15/+10/+5 2d10 +4 +60 ft.

Air Monk[edit]

A farmer's neighbors came over to offer him their sympathy after his horse ran away. "I'm not so sure it's a misfortune", said the farmer. The neighbors left, shaking their heads.

The next day, the farmer's horse returned, and three wild horses came home with him. The neighbors returned to congratulate the farmer on his good fortune. "I'm not certain that it is good fortune", replied the farmer. The neighbors left, more bemused than before.

Later that week, the farmer's son broke his leg trying to train one of the new horses, and the neighbors came by to offer condolences. "I'm not sure this is a misfortune", said the farmer again. The neighbors left, discussing the man's mental state among themselves.

The next day, the emperor came through, gathering up young men to be in his army. They bypassed the farmer's son, since he had a broken leg.


Personality and concerns:

The cardinal virtue of the Air school is concentration; the Sky monks seek to give their fullest attention to the object of their contemplation. Detachment and freedom characterize this school. Their chief temptation is to restlessness and worry.


Progression (3.5E)[edit]

Race: Dragonborn Synad (aspect: wings)

Abilities (32 point buy): Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.

Traits: Quick, Aggressive.

Flaws: Murky-eyed, Shaky.

Region: Taer (or equivalent).

Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).


Skills (ECL 1): Jump, Tumble (cross-class), Balance (cross-class), Sleight of Hand (cross-class), Listen, Spot, Hide, Move Silently, Knowledge (dungeoneering).


Table: Monk of the Fivefold Path: Air

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Power Points/Day
Fort Ref Will
1st (Ranger 1) +1 +2 +2 +0 Battle Jump (flaw), Up the Walls (flaw) Improved InitiativeECL, Track –2/–2 1d3 +0 +0 ft. 0
2nd (Ranger 1/Monk 1) +1 +4 +4 +2 Dodge (Monk Bonus Feat), Improved Unarmed Strike (Monk Bonus Feat), Flurry of Blows, Unarmed Strike, New skill Concentration, New class skill Tumble –1/–1 1d6 +0 +0 ft. 0
3th (Fangshields Ranger 2/Monk 1) +2 +5 +5 +2 Ascetic HunterECL, Improved Natural Attack B +0/+0 1d8 +0 +0 ft. 0
4th (Fangshields Ranger 2/Monk 2) +3 +6 +6 +5 +1 Int, Monastic Training (Slayer) < sup>B</sup>, new class skill Balance, Evasion +1/+1 2d6 +0 +0 ft. 0
5th (Fangshields Ranger 2/Monk2/Erudite 1) +4 +6 +6 +7 Psicrystal Affinity (Nimble)B, Practiced Manifester (Complete Psionic)B, New skill Autohypnosis +2/+2 2d6 +0 +0 ft. 2
6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1) +5 +6 +6 +9 Carmendine MonkECL, Favored enemy +2, enemy sense, New skill Psicraft +3/+3 2d6 + +0 ft. 2
7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2) +6/+1 +6 +6 +10 Brain nausea +4/+4/-1 2d6 +0 +0 ft. 6
8th (Ranger 2/Monk2/Erudite 1/Slayer 3) +7/+2 +7 +7 +10 Lucid buffer +5/+5/+0 2d6 +0 +0 ft. 11
9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1) +7/+2 +9 +7 +10 Tashalatora ECL, Morphic immunities, Morphic weapons, improved flurry (-1 to hit), new skill Disguise +6/+6/+1 2d8 (3d8 in altered form) +1 +0 ft. 11
10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1) +8/+3 +9 +7 +11 Favored enemy +4 +7/+7/+2 2d8 (3d8 in altered form) +1 +0 ft. 17
11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1) +9/+4 +9 +7 +11 +8/+8/+3 2d8 (3d8 in altered form) +1 +0 ft. 25
12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1) +10/+5 +10 +8 +12 Superior Unarmed StrikeECL, Cerebral blind +9/+9/+4 3d8 (4d8 in altered form) +1 +0 ft. 35
13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1) +11/+6/+1 +10 +8 +12 class="left" Favored enemy +6, improved flurry (no attack penalty) +11/+11/+6/+1 3d8 (4d8 in altered form) +1 +0 ft. 46
14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1) +12/+7/+2 +10 +8 +13 Breach power resistance +7/+7/+2 3d8 (4d8 in altered form) +2 +0 ft. 58
15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1) +13/+8/+3 +11 +9 +13 MobilityECL, Cerebral immunity, Greater flurry +13/+13/+13/+8/+3 3d8 (4d8 in altered form) +2 +0 ft. 72
16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1) +14/+9/+4 +11 +9 +14 Blast feedback, favored enemy +8 +9/+9/+4 4d8 (6d8 in altered form) +2 +0 ft. 88
17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1) +15/+10/+5 +11 +11 +16 add power Read thoughts, New skill Bluff, new class skill Sleight of Hand +15/+15/+15/+10/+5 4d8 (6d8 in altered form) +2 +0 ft. 106
18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 1) +16/+11/+6/+1 +11 +13 +18 Spring Attack ECL, Scorn Earth, Sidestep Charge B, New skill Knowledge (psionics) +16/+16/+16/+11/+6/+1 4d8 (6d8 in altered form) +2 +0 ft. 45
19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 2) +17/+12/+7/+2 +11 +14 +19 Opportunistic Strike +17/+17/+17/+12/+7/+2 4d8 (6d8 in altered form) +2 +0 ft. 126
20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 1/Elocater 3) +17/+12/+7/+2 +12 +14 +19 Dimension step +17/+17/+17/+12/+7/+2 4d8 (6d8 in altered form) +2 +0 ft. 147

Void Monk[edit]

The Way that can be told of is not an unvarying way;

The names that can be named are not unvarying names.

It was from the Nameless that Heaven and Earth sprang;

The named is but the mother that rears the ten thousand creatures, each after its kind.

We put thirty spokes together and call it a wheel;

But it is on the space where there is nothing that the usefulness of the wheel depends.

We turn clay to make a vessel;

But it is on the space where there is nothing that the usefulness of the vessel depends.

We pierce doors and windows to make a house;

And it is on these spaces where there is nothing that the usefulness of the house depends.

Therefore just as we take advantage of what is, we should recognize the usefulness of what is not.

-- The Tao Te Ching

Personality and concerns:

The Void monk is the rarest of the monks found upon the Fivefold path, and is traditionally considered to be the closest to enlightenment, though they will not make any such claims themselves. Their cardinal virtue is understanding (wisdom); their chief temptation is to doubt.

Class levels:

Monk 17

Psionic Fist

Major Djinni Bloodline


Table: The Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st (Monk 1) +0 +2 +2 +2 Monk Bonus Feat, Flurry of Blows, Unarmed Strike, flaw feat, flaw feat, ECL feat, human feat (if human) –2/–2 1d6 +0 +0 ft.
2nd (Monk 2) +1 +3 +3 +3 Monk Bonus Feat, Evasion, bloodline feat –1/–1 1d6 +0 +0 ft.
3rd (Monk 2/Djinni Bloodline 1) +1 +3 +3 +3 +1 Dex +0/+0 1d6 +0 +0 ft.
4th (Monk 3/Djinni Bloodline 1) +2 +3 +3 +3 Still Mind, ECL feat +0/+0 1d6 +0 +10 ft.
5th (Monk 4/Djinni Bloodline 1) +3 +4 +4 +4 Ki Strike (Magic), Slow Fall 20 ft. +1/+1 1d8 +1 +10 ft.
6th (Monk 4/Djinni Bloodline 2) +3 +4 +4 +4 +1 natural armor +3/+3 1d8 +1 +20 ft.
7th (Monk 5/Djinni Bloodline 2) +3 +5 +5 +5 Purity of Body +4/+4 1d8 +1 +20 ft.
8th (Monk 6/Djinni Bloodline 2) +4 +5 +5 +5 Monk Bonus Feat, Slow Fall 30 ft., ECL feat, bloodline feat +5/+5/+0 1d10 +1 +20 ft.
9th (Monk 6/Djinni Bloodline 2/Psionic Fist 1) +5 +5 +7 +7 +6/+6/+1 1d10 +1 +30 ft.
10th (Monk 6/Djinni Bloodline 2/Psionic Fist 2) +6/+1 +5 +8 +8 +7/+7/+2 1d10 +2 +30 ft.
11th (Monk 6/Djinni Bloodline 2/Psionic Fist 3) +7/+2 +6 +8 +8 ECL feat +8/+8/+8/+3 1d10 +2 +30 ft.
12th (Monk 6/Djinni Bloodline 3/Psionic Fist 3) +7/+2 +6 +8 +8 class="left" +9/+9/+9/+4 2d6 +2 +40 ft.
13th (Monk 6/Djinni Bloodline 3/Psionic Fist 4) +8/+3 +6 +9 +9 +9/+9/+9/+4 2d6 +2 +40 ft.
14th (Monk 6/Djinni Bloodline 3/Psionic Fist 5) +8/+3 +6 +9 +9 bonus feat (psionic or fighter) +10/+10/+10/+5 2d6 +2 +40 ft.
15th (Monk 6/Djinni Bloodline 3/Psionic Fist 6) +9/+4 +7 +10 +10 ECL feat +11/+11/+11/+6/+1 2d6 +3 +50 ft.
16th (Monk 6/Djinni Bloodline 3/Psionic Fist 7) +10/+5 +7 +10 +10 +12/+12/+12/+7/+2 2d8 +3 +50 ft.
17th (Monk 6/Djinni Bloodline 3/Psionic Fist 8) +11/+6/+1 +7 +11 +11 +12/+12/+12/+7/+2 2d8 +3 +50 ft.
18th (Monk 6/Djinni Bloodline 3/Psionic Fist 9) +11/+6/+1 +8 +11 +11 ECL feat +13/+13/+13/+8/+3 2d8 +3 +60 ft.
19th (Monk 6/Djinni Bloodline 2/Psionic Fist 10) +12/+7/+2 +8 +12 +12 +14/+14/+14/+9/+4 2d8 +3 +60 ft.
20th (Monk 7/Djinni Bloodline 2/Psionic Fist 10) +13/+8/+3 +8 +12 +12 Wholeness of Body +15/+15/+15/+10/+5 2d10 +4 +60 ft.
21th (Monk 8/Djinni Bloodline 2/Psionic Fist 10) +14/+9/+4 +9 +13 +13 Slow Fall 40 ft., ECL feat +8/+8/+8/+3 1d10 +2 +30 ft.
22th (Monk 9/Djinni Bloodline 3/Psionic Fist 10) +14/+9/+4 +9 +13 +13 Improved Evasion +9/+9/+9/+4 2d6 +2 +40 ft.
23rd (Monk 10/Djinni Bloodline 3/Psionic Fist 10) +15/+10/+5 +10 +14 +14 Ki Strike (Lawful), Slow Fall 50 ft. +9/+9/+9/+4 2d6 +2 +40 ft.
24th (Monk 11/Djinni Bloodline 3/Psionic Fist 10) +16/+11/+6/+1 +10 +14 +14 Diamond Body, Greater Flurry, ECL feat +10/+10/+10/+5 2d6 +2 +40 ft.
25th (Monk 12/Djinni Bloodline 3/Psionic Fist 10) +17/+12/+7/+2 +11 +15 +15 Abundant Step, Slow Fall 60 ft. +11/+11/+11/+6/+1 2d6 +3 +50 ft.
26th (Monk 13/Djinni Bloodline 3/Psionic Fist 10) +17/+12/+7/+2 +11 +15 +15 Diamond Soul +12/+12/+12/+7/+2 2d8 +3 +50 ft.
27th (Monk 14/Djinni Bloodline 3/Psionic Fist 10) +18/+13/+8/+3 +12 +16 +16 ECL feat +12/+12/+12/+7/+2 2d8 +3 +50 ft.
28th (Monk 15/Djinni Bloodline 3/Psionic Fist 10) +19/+14/+9/+4 +12 +16 +16 Quivering Palm +13/+13/+13/+8/+3 2d8 +3 +60 ft.
29th (Monk 16/Djinni Bloodline 2/Psionic Fist 10) +19/+14/+9/+4 +13 +17 +17 Ki Strike (Adamantine), Slow Fall 80 ft. +14/+14/+14/+9/+4 2d8 +3 +60 ft.
30th (Monk 17/Djinni Bloodline 2/Psionic Fist 10) +20/+15/+10/+5 +13 +17 +17 Timeless Body, Tongue of the Sun and Moon, ECL feat +15/+15/+15/+10/+5 2d10 +4 +60 ft.
  1. The value shown is for Medium monks. See Table: Monk Unarmed Damage by Size for monks of all sizes.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the monk.

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

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 her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1-1/2 or ×1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as 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 her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Monk Unarmed Damage by Size.

Table: Monk Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.

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

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

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

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

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

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she 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.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her 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. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and 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 her 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.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her 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 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self: At 20th level, a monk becomes a magical creature. She 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/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical 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 she were a member of her previous creature type.

Improvised weapons:At 1st level, the Drunken Master is able to use any sort of object they can handle as an improvised weapon which does (unarmed strike damage + 1d4) damage. They may not use long improvised weapons as reach weapons. An improvised weapon breaks on a natural 1 on the attack role.

Stagger: At 2nd level, the Drunken Master is able to make any sort of move (up to double his or her base move) when charging, provided their charge ends in a square from which they threaten their target. They can avoid attacks of opportunity in the course of this charge by making a DC 15 Tumble check at the outset.

Dervish dance: At 1st level, the Dervish is able to take the full attack option and still move up to his or her base speed. A Dervish must move at least 5 feet between attacks, and cannot return to a square he or she just excited. If slashing weapons are used in the dance, attacks are at a +1 to hit and damage for each odd-numbered dervish level attained (note that the monk's unarmed strikes can be used as slashing weapons by means of any one of the following abilities: the warshaper's morphic weapons, the Initiate of the Draconic Mysteries claw of the dragon (2nd), or the Versatile Unarmed Strike feat (however, a character using his or her unarmed strike as a slashing weapon cannot benefit from a Mighty Wallop effect, as Mighty Wallop and Greater Mighty Wallop apply only to blugeoning weapons.) A dervish dance lasts for 1 round per two levels of Perform (dance) possessed, and the character is fatigued following a dervish dance (unless he or she has reached the 9th level of the Dervish prestige class).

Movement mastery: At 1st level, the Dervish may at any time take ten on checks for the following skills: Jump, Tumble, and Perform (dance.)

Dance of death: At 4th level, the Devish gains the benefit of the Cleave feat whilst in a dervish dance

Morphic weapons: At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.

Morphic immunities: At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.

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