Thursday, May 23, 2019

Campaign Design - Base Classes: Monk

Monk
(adapted from the Player's Handbook and Unearthed Arcana)

Dotted across the landscape are monasteries -  small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.

An individual monk is unlikely to care passionately about championing commoners or amassing wealth. She cares primarily for the perfection of her art and thereby, her personal perfection. Her goal is to achieve a state that is beyond the mortal realm.

Abilities: Wisdom powers the monk's special capabilities. Dexterity provides the unarmored monk with a better defense and with bonuses in some class skills. Strength helps a monk's unarmed combat ability.
Alignment: Any lawful.
Hit Die: d8.
Luck Die: d2.

Class Skills
  • Skill List: The monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft: Any (all skills taken individually) (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge: Arcana (Int), Knowledge: Religion (Int), Listen (Wis), Move Silently (Dex), Perform: Any (all kills taken individually) (Cha), Profession: Any (all skills taken individually) (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Level: 4 + Intelligence modifier.
Class Features
  • Base Attack Bonus: Average. A monk gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. A monk gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Good. A monk gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.
  • Base Will Save Bonus: Poor. Good. A monk gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.
  • Weapon and Armor Proficiency: Monks are proficient with the blade boot, butterfly sword, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nekode, nunchaku, quarterstaff, sai, shuriken, siangham, sling, tiger claw, tonfa, three-section staff, and war fan. 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 Armor Class bonus, as well as her fast movement and flurry of blows abilities.

  • Fighting Style: The combat styles and aptitudes of a monk depend greatly on where she was trained. A 1st level monk (regardless of character level) may select one of the eight fighting styles described below. By selecting one of these fighting styles, she dictates which bonus feats she gains a 1st, 2nd, and 6th level. In addition, at 1st level she gets a +2 bonus on checks involving a skill related to her fighting style. Finally, she gains a bonus ability at 6th level if she has met the listed prerequisites by that time. The fourteen known fighting styles are:

    • Cobra Strike: Monks of this school specialize in agility and defense. By making herself hard to pin down, the Cobra strike monk forces the enemy to fight on her terms.

    • Denying Stance: Monk's of this style seek to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.

    • Hand and Foot: Students of this style learn to use their appendages for both offense and defense.

    • Invisible Eye: Monks using this style rely on their senses, particularly hearing, to aid them in combat.

    • Overwhelming Attack: A monk trained in this style always presses the advantage, preferring a showy display of all-out offense to any form of defense.

    • Passive Way: This style focuses on making your opponent overreach himself or underestimate your skill.

    • Sacred Crusader of Forseti: Monks devoted to Forseti are untiring in their faith and relentless in hunting down demons and demon worshippers.

    • Sacred Hammer of Wünd: The strength and faith in dwarves is such that most dwarven monks follow this path. Only dwarves may become Sacred Hammers of Wünd.

    • Sacred Inquisitor of Belial: Belial inspires a tuhlessness in his inquisitors that frightens even the faithful.

    • Sacred Justicar of Tiwas: The justicars of Tiwas dedicate themselves to swift and decisive retribution.

    • Sacred Protector of Heim: Heim's role as the lord of guardians sees his Sacred Protectors serving as roaming wardens among their communities.

    • Sacred Slayer of Tunar: Slayers of Tunar use magical power to slay the living for their dread mistress. Only women may become Slayers of Tunar.

    • Sleeping Tiger: This style mixes smooth motions with powerful strikes. It favors a quick, first-strike approach, preferably from a position of ambush.

    • Undying Way: Monks trained in this style believe in patience above all else. They work to outlast their opponents by means of superior endurance.

    A monk can abandon her fighting style by selecting a different bonus feat at 2nd or 6th level from the array of bonus feats available from the other fighting styles for that level; however, if she does so, she loses the bonus on skill checks gained at 1st level and never gains the bonus ability of the fighting style (even if she later meets the prerequisites).

    Note: For reference, the "standard" monk from the Player's Handbook is trained in either the Denying Stance fighting style or the Hand and Foot fighting style.

  • Armor Class Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her Armor Class. In addition, a monk gains a +1 bonus to Armor Class 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 Armor Class 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.

  • Monk Combat Form: Monks have unique combat forms. Some monks make a furious array of attacks, while others concentrate their strikes into methodical and devastating attacks. At 1st level, a monk must choose between these two combat forms, and the choice may not be changed thereafter.

    • Decisive Strike (Ex): When unarmored, as a full-round action, a monk with the decisive strike ability may make one attack with an unarmed strike or special monk weapon, using her highest base attack bonus but taking a -2 penalty on this attack roll. If the attack hits, it deals double damage as does any other attack you make before the start of your next turn. If you use this strike to deliver a stunning attack, increase the save DC to resist the stun by 2.

      At 5th level, the penalty on the attack roll lessens to -1, and at 9th level it disappears.

    • Flurry of Blows (Ex): When unarmored, a monk with the flurry of blows ability 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 (blade boot, butterfly sword, kama, nunchaku, quarterstaff, sai, shuriken, siangham, tiger claw, tonfa, and war fan). 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 Strength bonus × 1½ or ×½) 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.

  • Monk Unarmed Damage
    Level
    Damage
    Damage
    Damage
    Small Monk
    Medium Monk
    Large Monk
    1st - 3rd
    1d4
    1d6
    1d8
    4th - 7th
    1d6
    1d8
    2d6
    8th - 11th
    1d8
    1d10
    2d8
    12th - 15th
    1d10
    2d6
    3d6
    16th - 19th
    2d6
    2d8
    3d8
    20th
    2d8
    2d10
    4d8
  • 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 the Monk Unarmed Damage Table to the right.

  • Fighting Style Skill Bonus: At 1st level, a monk gains a +2 bonus to skill checks made with a skill associated with her fighting style. The exact skill depends upon the monk's chosen fighting style:

    • Cobra Strike: Escape Artist.

    • Denying Stance: Tumble.

    • Hand and Foot: Balance.

    • Invisible Eye: Listen.

    • Overwhelming Attack: Intimidate.

    • Passive Way: Bluff.

    • Sacred Crusader of Forseti: Survival.

    • Sacred Hammer of Wünd: Balance.

    • Sacred Inquisitor of Belial: Intimidate.

    • Sacred Justicar of Tiwas: Diplomacy.

    • Sacred Protector of Heim: Jump.

    • Sacred Slayer of Tunar: Use Magic Device.

    • Sleeping Tiger: Hide.

    • Undying Way: Concentration.


  • First Fighting Style Feat: At 1st level, a monk gains the first bonus feat of their fighting style.

    • Cobra Strike: Dodge.

    • Denying Stance: Improved Grapple.

    • Hand and Foot: Stunning Fist.

    • Invisible Eye: Combat Reflexes.

    • Overwhelming Attack: Power Attack.

    • Passive Way: Combat Expertise.

    • Sacred Crusader of Forseti: Track; Crusaders of Forseti are proficient with spiked gauntlets and may treat them as special monk weapons.

    • Sacred Hammer of Wünd: Improved Sunder; Hammers of Wünd are proficienct with warhammers and may treat them as speical monk weapons.

    • Sacred Inquisitor of Belial: Endurance; Inquisitors of Belial are proficient with tridents, and may treat them as special monk weapons.

    • Sacred Justicar of Tiwas: Endurance; Justicars of Tiwas are proficient with longswords and may treat them as special monk weapons.

    • Sacred Protector of Heim: Improved Initiative; Protectors of Heim are proficient with shields and shield spikes, and may treat shield spikes as special monk weapons.

    • Sacred Slayer of Tunar: Improved Initiative; Slayers of Tunar are proficient with whips and whip-daggers, and may treat them as special monk weapons.

    • Sleeping Tiger: Weapon Finesse.

    • Undying Way: Toughness.


  • 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.

  • Second Fighting Style Feat: At 2nd level, a monk gains the second bonus feat of their fighting style.

    • Cobra Strike: Mobility.

    • Denying Stance: Combat Reflexes.

    • Hand and Foot: Deflect Arrows.

    • Invisible Eye: Lightning Reflexes.

    • Overwhelming Attack: Improved Bull Rush.

    • Passive Way: Improved Trip.

    • Sacred Crusader of Forseti: Skill Augmentation (Listen and Spot).

    • Sacred Hammer of Wünd: Cleave.

    • Sacred Inquisitor of Belial: Skill Augmentation (Bluff and Intimidate).

    • Sacred Justicar of Tiwas: Skill Augmentation (Diplomacy and Sense Motive).

    • Sacred Protector of Heim: Weapon Finesse.

    • Sacred Slayer of Tunar: Skill Focus (Use Magic Device).

    • Sleeping Tiger: Improved Initiative.

    • Undying Way: Endurance.


  • Level
    Unarmored Speed Bonus
    1st - 2nd
    + 0 feet
    3rd - 5th
    +10 feet
    6th - 8th
    +20 feet
    9th - 11th
    +30 feet
    12th - 14th
    +40 feet
    15th - 17th
    +50 feet
    18th - 20th
    +60 feet
  • Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on the Unarmored Speed Bonus table to the right. A monk in armor or carrying a medium or heavy load loses this extra speed.

  • Monk's Mind: A monk of 3rd level gains one of the following abilities. Once made, the choice may not be changed later.

    • Still Mind (Ex): A monk with this ability gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

    • Unwavering Dedication (Ex): Only a monk who has taken one of the sacred combat paths may select this ability. A monk with this ability may treat the blackguard, cleric, favored soul, and paladin classes as additional favored classes (depending on their alignment). A monk with must take levels as a blackguard, cleric, favored soul, or paladin devoted to their divine patron to gain the benefit of this ability.

  • Monk Strike: At 4th level, a monk's attacks are empowered as if by magical means. A monk must select from one of the following options. Once made, this choice may not be changed thereafter.

    • Ki Strike (Su): A monk with his ability has their unarmed attacks 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.

    • Divine PatronSworn Enemies
      BelialAll good creatures
      ForsetiAll evil creatures
      HeimAll evil creatures
      TiwasAll chaotic creatures
      TunarAll living creatures
      WündAll chaotic creatures
    • Sacred Strike (Su): Only a monk who has taken one of the sacred combat paths may select this ability. A monk with this ability does not gain improved evasion. When a monk with this ability attacks with their divine patron's favored weapon, they may make a smite attack against the sworn enemies of their faith a number of times per day equal to 1 + their Wisdom bonus (minimum once per day). They add their Charisma bonus (if any) to their attack roll and deal 1 extra point of damage per monk level. If they smite a creature that is not an enemy of their faith, the smite has no effect, and that use of the ability is spent.

      The sacred strike improves as the monk gains levels. At 10th level, the sacred strike deals damage as listed above, and stuns an enemy of the monk's faith for 1 round (Will save negates, DC 10 + ½ the monk's class level + the monk's Wisdom modifier). At 16th level, the sacred strike can stun an enemy of the monk's faith for 1 round (Will save negates, DC 10 + ½ the monk's class level + the monk's Wisdom modifier) and blinds that enemy for 1d8 rounds (no save for the blindness effect). Creatures immune to critical hits are immune to the stunning and blinding effects.


  • 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.

  • Third Fighting Style Feat: At 6th level, a monk gains the third bonus feat of their fighting style.

    • Cobra Strike: Spring Attack.

    • Denying Stance: Improved Disarm.

    • Hand and Foot: Improved Trip.

    • Invisible Eye: Blind-Fight.

    • Overwhelming Attack: Improved Overrun.

    • Sleeping Tiger: Improved Sunder.

    • Passive Way: Improved Feint.

    • Sacred Crusader of Forseti: Power Attack.

    • Sacred Hammer of Wünd: Diehard.

    • Sacred Inquisitor of Belial: Weapon Focus (Trident).

    • Sacred Justicar of Tiwas: Weapon Focus (Longsword).

    • Sacred Protector of Heim: Improved Shield Bash.

    • Sacred Slayer of Tunar: Blind-Fight.

    • Undying Way: Diehard.


  • Fighting Style Special Ability: At 6th level, a monk gains the special ability of their fighting style provided they meet the prerequisites. If the character has not yet met the prerequisites, she does not gain the bonus ability, even if she meets the prerequisites at some later time.

    • Cobra Strike: The dodge bonus to Armor Class granted by your Dodge feat increases to +2. Prerequisites: Balance 4+ ranks, Escape Artist 9+ ranks.

    • Denying Stance: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts. Prerequisites: Combat Expertise, Tumble 9+ ranks.

    • Hand and Foot: You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed. Prerequisites: Balance 9+ ranks, Tumble 4+ ranks.

    • Invisible Eye: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1. Prerequisites: Skill Augmentation (Balance and Escape Artist), Listen 9+ ranks.

    • Overwhelming Attack: If you have used Intimidate to demoralize an opponent at any time within the previous 10 rounds, you gain a +4 bonus on Strength checks made to bull rush or overrun that opponent. Prerequisites: Intimidate 4+ ranks, Perform: Dance 4+ ranks.

    • Passive Way: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class. Prerequisites: Skill Focus (Bluff), Bluff 4+ ranks, Sense Motive 4+ ranks.

    • Sacred Crusader of Forseti: Whenever you roll a natural 20 on an attack roll (regardless of whether the attack eventually becomes a critical hit), you strike a blow with such precision that it leaves a small mark on your target. A target bearing this mark takes a -1 penalty on saving throws and a -1 penalty to its Armor Class for a number of rounds equal to one-half your monk level. Prerequisites: Survival 4+ ranks, Spot 9+ ranks.

    • Sacred Hammer of Wünd: When you make a sunder attack with a warhammer, you deal extra damage equal to half your monk level. Prerequisites: Power Attack, Balance 9+ ranks.

    • Sacred Inquisitor of Belial: When you are making a decisive strike or flurry of blows attack with a trident, you are treated as if you had the feat Weapon Specialization (Trident). Prerequisites: Bluff 9+ ranks, Intimidate 4+ ranks.

    • Sacred Justicar of Tiwas: When you are making a Decisive strike of flurry of blows attack with a longsword, you are treated if you had the feat Weapon Specialization (Longsword). Prerequisites: Diplomacy 4+ ranks, Sense Motive 9+ ranks.

    • Sacred Protector of Heim: Whenever you attack with a decisive strike or flurry of blows you gain a +1 bonus on all saving throws until the beginning of your next turn. Prerequisites: Dodge, Jump 9+ ranks.

    • Sacred Slayer of Tunar: You gain a bonus on Use Magic Device checks equal to one-half your monk level. Prerequisites: Use Magic Device 4+ ranks, Knowledge: Religion 9+ ranks.

    • Sleeping Tiger: Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 1d6 points of damage with a melee attack made with an unarmed strike or light weapon. Any creature immune to sneak attacks is immune to this ability. Prerequisites: Power Attack, Hide 9+ ranks.

    • Undying Way: When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2/-. Prerequisites: Concentration 9+ ranks.


  • Wholeness: At 7th level, a monk gains the ability to heal himself or to heal others. The monk must select one of the following abilities. Once made, this choice may not be changed thereafter.

    • Wholeness of Body (Su): A monk with this ability 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. Each use is a standard action.

    • Wholeness of Body (Su): A monk with this ability can heal the wounds of others with a touch. 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 and recipients. Each use is a standard action. She may not heal herself with this ability.

  • 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.

  • Greater Monk Combat Form: When a monk reaches 11th level, her monk combat form improves.

    • Greater Decisive Strike: A monk with the decisive strike special ability can now make two attacks as a full-round action when using this class feature, though no more than one attack can target a single creature. Both attacks use the monk's highest base attack bonus.

    • Greater Flurry: A monk with the flurry of blows ability gains the ability to make more attacks. 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.

  • 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 + ½ the monk’s level + the monk’s Wisdom 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.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Monk
Flurry of Blows
LevelSpecialAttack Bonus
1thFighting Style, First Fighting Style Feat, Monk Combat Form, Unarmed Strike
-2/-2
2ndEvasion, Second Fighting Style Feat
-1/-1
3rd
Fast Movement, Monk's Mind
+0/+0
4thMonk Strike, Slow Fall (20 feet)
+1/+1
5thPurity of Body
+2/+2
6thThird Fighting Style Feat, Fighting Style Special Ability, Slow Fall (30 feet)
+3/+3
7th
Wholeness
+4/+4
8thSlow Fall (40 feet)
+5/+5/+0
9thImproved Evasion
+6/+6/+1
10thSlow fall (50 feet)
+7/+7/+2
11th
Diamond Body, Greater Monk Combat Form
+8/+8/+8/+3
12thAbundant Step, Slow Fall (60 feet)
+9/+9/+9/+4
13thDiamond Soul
+9/+9/+9/+4
14thSlow Fall (70 feet)
+10/+10/+10/+5
15thQuivering Palm
+11/+11/+11/+6/+1
16thSlow Fall (80 feet)
+12/+12/+12/+7/+2
17thTimeless Body, Tongue of the Sun and Moon
+12/+12/+12/+7/+2
18thSlow Fall (90 feet)
+13/+13/+13/+8/+3
19thEmpty Body
+14/+14/+14/+9/+4
20th
Perfect Self, Slow Fall (any distance)
+15/+15/+15/+10/+5

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