House Rules: Classes - Monk

As the Unchained Monk from Pathfinder Unchained except for the modified portions below.

Level BAB Fort Save Ref Save Will Save Special AC Bonus Fast Movement Unarmed Damage
1 +1 +2 +2 +0 Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike +0 +0 ft. 1d6
2 +2 +3 +3 +0 Bonus feat, evasion +1 +0 ft. 1d6
3 +3 +3 +3 +1 Fast movement, ki pool, ki strike (magic) +1 +10 ft. 1d6
4 +4 +4 +4 +1 Bonus feat, ki power, still mind +2 +10 ft. 1d8
5 +5 +4 +4 +1 Ki power, purity of body, style strike (1/round) +2 +10 ft. 1d8
6 +6/+6 +5 +5 +2 Bonus feat, ki power +3 +20 ft. 1d8
7 +7 /+7 +5 +5 +2 Ki power, ki strike (cold iron/silver), style strike +3 +20 ft. 1d8
8 +8/+8 +6 +6 +2 Bonus feat, ki power +4 +20 ft. 1d10
9 +9/+9 +6 +6 +3 Ki power, improved evasion, style strike (2/round) +4 +30 ft. 1d10
10 +10/+10 +7 +7 +3 Bonus feat, ki power, ki strike (lawful) +5 +30 ft. 1d10
11 +11/+11/+11 +7 +7 +3 Ki power, flurry of blows (bonus attack), style strike +5 +30 ft. 1d10
12 +12/+12/+12 +8 +8 +4 Bonus feat, ki power +6 +40 ft. 2d6
13 +13/+13/+13 +8 +8 +4 Ki power, style strike (3/round), tongue of the sun and moon +6 +40 ft. 2d6
14 +14/+14/+14 +9 +9 +4 Bonus feat, ki power +7 +40 ft. 2d6
15 +15/+15/+15 +9 +9 +5 Ki power, style strike +7 +50 ft. 2d6
16 +16/+16/+16/+16 +10 +10 +5 Bonus feat, ki power, ki strike (adamantine) +8 +50 ft. 2d8
17 +17/+17/+17/+17 +10 +10 +5 Ki power, style strike (4/round), timeless body +8 +50 ft. 2d8
18 +18/+18/+18/+18 +11 +11 +6 Bonus feat, ki power +9 +60 ft. 2d8
19 +19/+18/+18/+18 +11 +11 +6 Ki power, flawless mind, style strike +9 +60 ft. 2d8
20 +20/+20/+20/+20 +12 +12 +6 Bonus feat, ki power, perfect self +10 +60 ft. 2d10

Class skills: The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (martial) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Weapon Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword*. In addition, monks are automatically proficient with all special monk weapons (any weapon with the monk special weapon feature).

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 CMD at 2nd level. This bonus increases by 1 for every two monk levels thereafter.

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.

Bonus Feat

At 1st level, 2nd level, and every 2 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Agile Maneuvers, Blind-Fight, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Deft Maneuvers, Dodge, Eagle Claw Attack[CWar], Endurance, Flying Kick[CWar], Powerful Maneuvers, Roundabout Kick[CWar], Scorpion Style, Throw Anything, and Versatile Unarmed Strike [PHB2].

At 6th level, the following feats are added to the list: Gorgon’s Fist, Greater Bull Rush, Greater Disarm, Greater Grapple, Greater Sunder, Greater Trip, Greater Unarmed Strike[PoW], Improved Feint, and Mobility.

At 10th level, the following feats are added to the list: Improved Critical, Ki Throw[APG], 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.

Ki Pool (Su)

At 3rd 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 his monk level + his Wisdom modifier.

Ki Power (Su)

At 4th level and every level thereafter, a monk can select one ki power.

Style Strike (Ex)

At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 7th level, and every 2 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 9th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. At 13th level, he can designate up to three of his unarmed strikes, and four at 17th level.

Martial Artist (Archetype)


Pain Points (Ex)

At 3rd level, a martial artist’s advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his Stunning Fist and quivering palm by 1. This bonus and increase increases by 1 at 7th level, and every four levels thereafter.

This ability replaces still mind.

Exploit Weakness

At 5th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a bonus on attack rolls and damage equal to half of his class level until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to his class level until the start of his next turn.

This ability replaces style strike.

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