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Class: Combat Monk

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[edit] Constraints

Combat Monk refers to Monks in robes using their hands, staffs and similar weaponry against their enemies.

Usually they are people fighting for oppressed others, but some few went rogue and strife for their own way.

A monk using in any kind of armor temporarily looses all Monk Abilities and bonuses (Movement, Falling, AC).

[edit] Benefits

Hit Die: d10, Trained Skills: 4, Class Bonuses: +2 to all safes

Combat Training
Simple Weapons, Monk Weapons (additionally 1 if taken as first class).
Favored Skills
Acrobatics (Dex), Escape Artist (Dex), Knowledge (arcana), Knowledge (religion), Perception (Wis), Perform (Cha), Sports (Str), Stealth(Dex).
Level Bonuses Abilities
Speed Feather Fall AC Safes Path Combat Monk
1st +0ft 5ft WIS Bonus 0 yes Ki Strike I Double Attack
2nd +0ft 10ft WIS Bonus 1 yes Power of Ki (1d6) Evasion
3rd +5ft 15ft WIS Bonus 2 Ki Strike II, Magical Fist, Still Mind
4th +5ft 20ft WIS Bonus 3 Power of Ki (2d6), Purity of the Body
5th +5ft 25ft WIS Bonus+1 4 Double Attack II
6th +10ft 30ft WIS Bonus+1 5 yes Power of Ki (3d6) Path Ability
7th +10ft 35ft WIS Bonus+1 6
8th +10ft 40ft WIS Bonus+1 7 Ki Strike III, Power of Ki (4d6) Triple Attack

[edit] Class Features

All Features below having the 'Monk' descriptor apply only whilst carrying at most light load and not wearing armor.

[edit] Bonuses

Bonus to AC (Ex, Monk) : A monk gains his Wisdom Bonus to AC (if applicable). This bonus is increased by 1 at 5th lvl. This is a Ki Bonus and applies also to both Touch AC and Flat Footed AC.

Bonus to Movement (Ex, Monk) : A monk gains 1/3 of his Monk level (round down) times 5ft to his movement.

Feather Fall (Ex, Monk) : When calculating falling damage a monk ignores 5ft height per monk level.

[edit] Combat

Size Ki Strike
None I II III
small 1d3 1d4 1d6 1d8
medium 1d4 1d6 1d8 1d10
large 1d6 1d8 2d6 2d8
huge 1d8 2d6 3d6 3d8

Double Attack (Ex, Monk) : Gain the feat Double Attack bypassing its requirements.

Double Attack II (Ex, Monk ): Gain the feat Double Attack bypassing its requirements. This makes your Double Attack more reliable.

Evasion (Ex) : As described under Class Features - Evasion.

Ki Strike : The power of Ki can be channeled so that you hit your opponents harder. The table below lists Standard unarmed damage and Ki Strike Damage for small, medium, large and huge creatures for all 3 stages of Ki Strike. Typically only Monks can have a sufficiently vigorous training to learn the deepest secrets of this art.

Magical Fist (Su) : Your unarmed attacks and attacks with weapons of the Monk Weapon Group ignore Damage Reduction of the type DR ?/magic.

Path (Ex) & Path Ability : Every monk proceeds a path that reflects his school. Monks learn these abilities as they increase in level neglecting the prerequisites of these abilities if these are feats.

Power of Ki (Su) : a monk can perform a short battle meditation to regain some HP as a swift Action that may be perform on a monks turn or as a reaction to taking damage. For every two monk levels a monk gets 1d6 to his daily pool HP that can be regained this way. The amount of dice rolled per meditation is not predefined, but the decision must be made before rolling any dice.

Purity of the Body (Su) : A monk becomes immune to all non-magical Diseases and Poisons.

Safes (Ex) : A monks training is harsh and lets him/her endure many trials. Therefor a monks safes become better then those of others. Choose as many Saves as given in the table above and consider them having a +4 Class Bonus instead of their current class bonus.

Still Mind (Ex) : Due to meditation a monk gains a +2 Ki Bonus to Saves versus Enhancements.

Triple Attack (Ex, Monk) : Gain the feat Triple Attack bypassing its requirements.

[edit] Paths

Every monk starts his training in a monastery and each of them has a style that reflects their ideology. Some path have a prerequisite to meet (usually training a skill).

[edit] Paths of the five elements

[edit] Path of Water

Performers of this Art are swift and evasive Fighters with a deadly punch.

Requirements
Perform Skill trained.
Level Special
1 Skill Focus (Acrobatics), Dodge Feat
2 Elemental Strike (water)
6 Master of Elusiveness
[edit] Path of Earth

Performers of this art are stout and tough Fighters that let opponents fight their own exhaustion.

Level Special
1 Skill Focus (Acrobatics), Stability
2 Damage Reduction Feat
6 Energy Resistance 5 (choose 1 type)
[edit] Path of Fire

Performers of this art are daring, cunning and pretty much always very impulsive.

Requirements
Perform Skill trained.
Level Special
1 Skill Focus (Acrobatics), Weapon Finesse
2 Elemental Strike (fire)
6 Pounce Feat
[edit] Path of Wind

Wind is the power to explore, explain and understand, but also very elusive.

Requirements
2 Knowledge Skills trained.
Level Special
1 Skill Focus (Acrobatics), Scholar
2 Elemental Strike (Wind)
6 Master of Elusiveness
[edit] Path of Void

Warriors who follow this path are quick in mind and body. Therfor they are swift and deadly enemies.

Requirements
Perception Skill trained.
Level Special
1 Skill Focus (Perception), Skill Training (Research), Lightning Reflexes
2 Master of Elusiveness
6 Pounce Feat

[edit] Mystic Paths

[edit] Path of Light

Monks of the light fight evil in the world, they often bring bring Justice or free people from servitude.

Requirements
Knowledge (Religion) Skill trained, not of Evil Alignment, not of truely Neutral Alignment.
Level Special
1 Skill Training Knowledge(Society), Dodge
2 Smite of Light (1/day)
6 Master of Elusiveness, Smite of Light (2/day)
[edit] Path of Shadow

Shadow Monks are dangerous and can sometimes be hired as assassins.

Requirements
Stealth Skill trained, not of good alignment.
Level Special
1 Skill Training Bluff, Skill Focus (Stealth)
2 Sneak Attack
6 Hide in Shadows, Sneak Attack
[edit] Path of Twilight

Followers of this path are often considered untrustworthy, but feared at the same time.

Prerequisite
Stealth Skill Trained, Skill Focus (Stealth).
Level Special
1 Skill Training Bluff, Sneak Attack.
2 Hide in Shadows
6 Hide in Plain Sight

[edit] Path Abilities

Elemental Fist (element) : In a fight you can channel the power of your element to deal additional energy damage with an unarmed attack (but not even a monk weapon). Channeling consumes a move action at DC 15, but may be performed as swift action at DC 20 or free action as DC 25. This ability deals 1d6+WIS Modifier damage and improves to 2d6+ WIS Modifier when you reach your 6th Monk level. Elements and damage types described as element (energy type): fire (fire), water (cold), wind (sonic).

Hide in Plain Sight : You can stand right in front of a person and vanish into thin air. (No diversion or cover needed)

Hide in Shadows : You don't need cover to hide. Dim light such as in a dark alley at a sunny day is enough for you to vanish from minds eye. (No diversion or cover needed)

Master of Elusiveness : Your training to evade danger improves greatly. You receive an +2 elemental bonus to AC and remains for both Touch AC and whilst being Flat Footed. Should you receive this bonus multiple times, its effects stack

Scholar : You add all knowledge skills to your list of favored Skills. In addition train one knowledge skill.

Smite : Your sense of justice is strong therefor you can smite your foes a number of times per day as indicated. A smite attack is a melee attack that additionally gets your CHA Bonus to attack rolls and deals extra damage equals to your number of hit dice. Depending on your alignment this attack counts as [Good], and/or [Lawful] or [Chaotic] in order to overcome Damage Reduction.

Stability : You gain a +4 bonus to resist special attacks that try to knock you prone if you are standing on solid ground.

[edit] Other Paths

Other paths can be found under Fighting Styles on d20srd.