From Advanced Epic 8 Wiki
Monk Feats are centered around Martial Arts, things inspired by various Asian Cultures.
[edit] Inspiring Authors and Sources
Some feats have been inspired by feats of similar name in/on:
[edit] Prerequisite "Monk" explained
- Monk
- Many feats require a character to be a Monk. To fulfill this feat you must take a level in a momk class. A Class carrying the word monk in its name is a monk class for this purpose. Other classes may provide a class feature that makes you considered a monk by granting an effective monk level.
- Monk X
- Requires you to be of a certain Monk level or effective monk level if a class that normally is not a monk class provides such a feature.
[edit] Monkish Unarmed Strike
These feats are about martial arts and hitting as hard as a monk without using a weapon (or just use some crappy weapons and still being scary).
[edit] Double Attack II
- Prerequisites: Double Attack, Monk or 4HD
- Benefits: If you're unencumbered and not wearing any kind of armor you do not suffer a penalty for using your Double Attack Feat.
[edit] Improved Unarmed Strike
- Prerequisites: Monk or 8HD
- Benefits: You are proficient with unarmed attacks and therefor receive a +3 bonus to unarmed attacks. In addition you do no longer provoke an OA if you attack an armed foe without using a weapon.
[edit] Ki Strike I
- Prerequisites: 4HD, Proficiency bonus to unarmed attacks
- Benefits: Get the benefenefits of Ki Strike I.
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[edit] Ki Strike II
- Prerequisites: Ki Strike I, 8HD
- Benefits: Get the benefenefits of Ki Strike II
[edit] Powerful Ki Strike
- Prerequisites: Ki Strike I, Monk 4 or 8HD
- Benefits: In order to determine your Ki Strike damage dice, you are considered one size category larger then you actually are.
[edit] Tripple Attack II
- Prerequisites: Double Attack, Double Attack II, Tripple Attack, Monk 8
- Benefits: If you're unencumbered and not wearing any kind of armor you do not suffer a penalty for using your Tripple Attack Feat.
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[edit] Stunning Fist
Stunning Fist is an ability typical to many monks and these feats are about enhancing your ability hit harder or to apply status effects on your enemies.
[edit] Stunning Fist
- Prerequisites: Monk or Dex 13, Wis 13, Improved Unarmed Strike and 8HD
- Benefits: You may declare your next standard melee attack to be a stunning attack consuming one of your daily uses. This attack deals normal damage and in addition your opponent must make an END Save or be stunned until the beginning of your next turn (DC in special section). Stunning turns your target Flat Footed and to loose additional 2 points of AC. It is not possible to stun a Creature that is immune against Critical Hits.
- A Character has as many uses per day as his/her monk level and one additional use for every 4 levels in other classes.
- Speciall: All Stunning Fist Abilities use Safe DC: 10 + 1/2 HD + WIS Modifier.
[edit] Pushing Fist
- Prerequisites: Stunning Fist, Improved Unarmed Strike
- Benefits: This feat alters the effect of Stunning Fist into a push back. You may spend an additional daily use to gain this benefit in addition to the normal stunning effect. Your target is pushed back 5ft for every point of WIS Bonus you have and must make a REA safe or fall prone. If a target is pushed over an edge and is not unconscious it safes against falling over instead of falling prone at the same DC (usually a REA).
[edit] Enhanced Fist
- Prerequisites: Stunning Fist, Improved Unarmed Strike
- Benefits: You may spend one use of Stunning fist to grant a +4 bonus to damage rolls on your next standard attack.
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[edit] Penetrating Fist
- Prerequisites: Monk 4
- Benefits: You may spend 2 uses instead of 1 use of Stunning Fist to turn it into a Melee Touch Attack.
- Speciall: Cannot be combined with Sundering Attempts
[edit] Sundering Fist
- Prerequisites: Monk 4
- Benefits: You may spend one use (or two) of Stunning fist to half (all of) the target objects hardness when determining damage to the sundered object.
[edit] Crippling Fist
- Prerequisites: Monk 4
- Benefits: A failed safe against Stunning renders your target unconscious until it makes a successful Will Safe against your Stunning Fist Safe DC. A unconscious target may perform this check instead of its turn but it may only perform a single standard action or move action when it awakens.
[edit] Irresistable Stunning Fist
- Prerequisites: Monk 4
- Benefits: The Safe DC of all your Stunning Fist Abilities is increased by 2.
[edit] Ranged Pushing Fist
- Prerequisites: Monk 4 and Pushing Fist
- Benefits: You may perform Pushing Fist at a 30ft. distance as an unarmed ranged attack.
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[edit] Monk Feats
These Feats are about things you see in various martial arts movies. So if you want your monk to be able to pull some tricks at a skill that others will never achieve, here is where to look for it.
[edit] Acrobatic Charge
- Prerequisites: Monk, Skill Training (Acrobatics)
- Benefits: You can use Acrobatics to charge over difficult terrain and to avoid OAs from Enemies you ignore
- Normal: you cannot charge over difficult terrain and you may not use Acrobatics to escape an OA.
[edit] Acrobatic Fighter
- Prerequisites: Monk, Skill Training (Acrobatics & Sports)
- Benefits: If you fall prone or hanging on an edge after being are pushed over, you can spend your next turns swift action to make an Acrobatics check to remove this penalty. Check DC is increased normally by +5 for being a Swift Action instead of a Move Action.
- Normal: You must use a Sports check to climb back up and an Acrobatics Check to stand up quickly.
[edit] Balanced Mind
- Prerequisites: Monk 4
- Normal: You apply your INT modifier to L/D safes and your CHA modifier to your Will safes.
[edit] Dexterous Grappler
- Prerequisites: Monk
- Benefits: You may choose to apply your DEX Modifier instead of your STR Modifier to your Grapple checks.
[edit] Extra Power of Ki
- Prerequisites: Power of Ki Class Feature
- Benefits: You get 2 additional dice for your Power of Ki Class Feature.
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[edit] Lethal precision
- Prerequisites: Monk 4, Weapon Finesse
- Benefits: You may choose to apply your DEX Modifier instead of your STR Modifier to Damage rolls if you're unarmed or using a Weapon of the Basic or Monk Weapon Group.
[edit] Master of Acrobatics
- Prerequisites: Monk, Trained Skills: Acrobatics, Sports
- Benefits: Add 1 and 1/2 your Monk Level to both your Acrobatics and Sports checks. In addition reduce height by 10ft for purposes of falling damage.
[edit] Master of Espionage
- Prerequisites: Monk, Trained Skills: Perception, Stealth
- Benefits: Add 1 and 1/2 your Monk Level to both your Perception and Stealth checks. In addition you now may hide in the shadows.
[edit] Melee Trickster
- Benefits: Whenever you suffer from an OA and have not spend your turns OAs you may make a Grapple Attack against your opponents Touch AC as OA. A success describes a successful block and your opponent is Flat Footed unless (s)he spends a swift or move action to break free. Success by 5 or more allows you to redirect that attack to your attacking opponent. Success by 10 or more allows you to redirect that attack to a different enemy.
[edit] Quick like the wind
- Prerequisites: Monk 4
- Benefits: You get +10ft to your base speed and a +1 dodge Bonus to AC
- Speciall: This feat can be taken multiple times and its effects stack
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[edit] Other Feats
Some feats that are generally accessible and provide several bonuses that are very advantagious to a monk
[edit] Zen Archery
- Prerequisites: WIS 13
- Benefits: You may choose to apply your WIS Modifier instead of your DEX Modifier to Attack Rolls with ranged Weapons
- Normal: Your DEX Modifier is applied to ranged Attack Rolls
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