Monk
Class Overview
A Monk is a versatile character with intense discipline and resilience. Monks are formidable combatants who can harness an internal power called Chi to resist enemy magic and produce powerful supernatural effects.
-There are two different types of Monks - Warrior Monks and Enlightened Monks
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An Enlightened Monk’s Chi provides enhanced awareness and healing powers. They train to protect those around them, heal the wounded, and nullify or even redirect enemy magic.
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A Warrior Monk’s Chi provides resistance to physical punishment and grants them supernatural combat abilities such as lightning-fast strikes, stunning blows, and the ability to deflect and suppress enemy magic.
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The Monk has the best Saving Throws and magical defenses of any class. They are well-rounded, mobile, and skilled in armed and unarmed combat.
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In a party, monks are valued for their versatility, martial prowess, mobility, and unparalleled ability to resist and protect allies against enemy magic.
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This class can be used to portray a monastic warrior, mystical wanderer, a soldier trained against the arcane arts, a peaceful town guardian, or even an imperial assassin sent to destroy unjust magicians and enemies of the empire!
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-Monk characters from fiction & history: The Shaolin Monks, The Drunken Master, Wong Fei-Hung, The Sohei, Chen Zhen, Yu Shu Lien, Huo Yuanjia, Ip Man, Master Oogway, Yoda, Ahsoka Tano, Shang-Chi, Kato, Neo
Hit Rating (HR): Medium
Saves: Good FORT / Good REF / Good WILL
Skill Ranks - Warrior Monk: 10+INT Mod
Skill Ranks - Enlightened Monk: 12+INT Mod
Armor & Shield Proficiency: None
Hit Points Per Level: 8+CON Mod
Initiative Rating - Warrior Monk: Fastest (+1 per 2 Levels)
Initiative Rating - Enlightened Monk = Fast (+1 per 3 Levels)

NOTE: A character cannot have levels in two different Monk types. You must choose Warrior Monk or Enlightened Monk.
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Weapon Proficiency: Simple, Light Martial
-A Monk may use the Expert Traits of all Simple and Light Martial Weapons.
-A Monk also gains proficiency & Expert Traits for any 2 melee weapons selected from the following list:
3-Section-Staff, Elven Double Saber, Glaive, Katana, Kusari-Gama, Ranseur, Heavy Mace
-A Warrior Monk also gains proficiency with the Arming Sword and Scimitar.
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Morality & Motivations: Monks must have Morals of Justice.
-Enlightened Monks must have Protection or Benevolence as one of their Motivations.
*An Enlightened Monk loses 1 Morality Point and suffers 1 Confidence Failure if they instigate a violent conflict. They may defend themselves & others normally, but they should never be the aggressor.
*GM Note: This rule is intended to drive roleplay, immersion, & story-building. Use at GM Discretion.
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Special: Monks gain 2 Chi Points per Monk Level, +1 Chi Point per WISMod (Minimum +0)
Sokaris, LFG Elf Rogue Icon

Monk – Class Level Table
Unarmed Strike (Ex): You receive Unarmed Combat as a bonus Feat. Your Unarmed Strike damage increases as you gain Monk levels as follows:
-Warrior Monk: 1d6 at Level 3, 1d8 at Level 8, 1d10 at Level 12.
-Enlightened Monk: 1d6 at Level 5, 1d8 at Level 10
Literate (Ex): Enlightened Monks must place at least 1 Rank in Craft(Academia) at Level 1. They can read and write all the languages they can speak.
Intensive Training (Ex): Training to be a monk is a mentally and physically strenuous undertaking.
A character who has more levels in another class than levels in Monk loses the Monk’s Warrior’s Wisdom or Mindfulness ability. The ability may return to them if their Monk levels surpass their other class levels.
-You may create a background story involving initiation, training in a monastery, or independent training where your character chose to focus expressly on trainings of the Monk discipline.
Meditation: A monk must spend 1 hour each day meditating and complete a Meditation Check. This may be a stationary mental meditation or a more physical meditation through completion of martial forms & training.
You must use one of the following for your Meditation Check:
Perseverance(WIS), Perseverance(CON), or Perform[Dance&Motion]
The DC of your Meditation Check is DC(5+[2xCharacter Level]) (Maximum Meditation DC20)
-Completing your daily Meditation restores a number of Chi Points equal to your Monk Level. You also heal an additional +1 HP per Monk Level.
-If you fail your Meditation Check, you may attempt another meditation on the same day and make a new check.
-You may not gain the benefits of successful meditation more than once per day.
-If you do not meditate for 3 days, you cannot regain Chi Points until you successfully meditate.
Warrior’s Wisdom (Ex): You add your Wisdom modifier (minimum +0) as a Dodge Bonus to AC. The bonus granted by your WISmod can never be higher than your Monk level.
-You gain a +1 Innate bonus to AC and Wrestling at level 2. This increases by 1 for every 4 Warrior Monk levels. (+1 at Level 2,+2 at Level 4,+3 at Level 8, +4 at Level 12, +5 at Level 16 – Max Bonus +5)
*Bonuses are lost if you wear medium/heavy armor, carry a heavy shield or larger, or carry a medium/heavy load.
Mindfulness (Ex): You add your Wisdom modifier (minimum +0) as a Dodge Bonus to AC. The bonus granted by your WISmod can never be higher than your Monk level.
-You gain a +1 Innate Bonus to AC, Listen, Spot, and Sense Motive at level 2. This increases by 1 for every 5 Enlightened Monk levels. (+1 at Level 2,+2 at level 5,+3 at level 10, +4 at level 15, +5 at level 20 – Max Bonus +5)
*Bonuses are lost if you wear medium/heavy armor, carry a heavy shield or larger, or carry a medium/heavy load.
Evasion (Ex): Monk Level 2 - You can deftly avoid dangerous blasts and sudden effects. If you make a successful REFLEX Save against an attack that normally deals partial damage or lessened conditions on a successful Save, you instead take no damage and suffer no ill effects. Evasion can only be used if wearing light armor or no armor and no more than lightly encumbered. A helpless, stunned, or pinned creature cannot use this ability.
Note: In extreme circumstances, the GM may have a character with Evasion take minimum damage, even on a successful Save. (Ex: If a character trapped inside a solid steel cube 10’ on each side has a Fireball spell explode in the center, they cannot logically avoid ALL of the damage) The situations which qualify for this damage are left at the GM’s discretion.
-If you already possess Evasion from another class, you gain Improved Evasion instead.
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Tidal Fury I (Ex): (Also called “Lim wan kuen”)
-On your turn, if you miss a melee attack with a roll of Natural 2 or Natural 3, you may spend a Reaction to make an unarmed melee attack (AOO) against the same opponent or another enemy you threaten.
-A Tidal Fury strike is considered a special type of AOO (Attack of Opportunity). It does not count as a normal “Attack on Your Turn.” It does count as an AOO being made (for purposes of determining any Consecutive Attack Penalties). Feats that benefit AOO Attacks will improve your Tidal Fury strikes.
-You may continue any remaining actions or attacks for your turn after Tidal Fury resolves.
-Tidal Fury cannot be activated by an Attack Roll made using a Reaction.
Chi Points & Chi Powers:
-A Monk gains access to numerous special abilities using a mysterious internal power called Chi.
-A Monk has 2 Chi Points per Monk Level, +1 per WISMod (Minimum +0 from WISMod)
-Chi Points are expended as part of the activation of your selected Chi Power.
-(2/Monk Level +WISMod) is the maximum amount of Chi Points you may have at one time.
-Chi Points may be regained as follows: (See the Meditation section above for more details)
-Completing your daily Meditation recovers a number of Chi Points equal to your Monk Level.
-Completing a Long Rest recovers a number of Chi Points equal to your Monk Level+WISMod.
-A Disrupted Long Rest recovers a number of Chi Points equal to your Monk Level.
-You regain 1 expended Chi Point upon completion of a Short Rest. This increases to 2 Chi Points at Monk Level 5, and 3 Chi Points at Monk Level 10. (Maximum 3 times per day)
-Any magic of the Heal subschool that allows a creature to recover a Weakened Stage also allows a Monk to recover 1 Chi Point per recovered Weakened Stage.
-While most Chi Powers are Supernatural (Su), some are Extraordinary(Ex). Monks train extensively to oppose magic, and as such have learned to harness their internal power to create seemingly “magical” abilities out of their natural body. (Reminder: Ex abilities may be used in Antimagic Auras & other areas where magic & Supernatural powers are suppressed.)
Chi Fortune (Ex): Monk Level 1
[Chi Power – Cost: 1 Chi Point] -Reaction
Use your Chi to enhance your offense or defense as follows:
Offense: Expend a Reaction and 1 Chi Point to reroll your last Attack Roll made this turn. (Once per Turn)
-Must be used before damage is rolled. Cannot be used with another Chi attack or Chi ability.
Defense: Immediately after being struck by a physical attack or a magical Ray/Touch attack, you may expend a Reaction and 1 Chi Point to take only half damage from the strike. (Other effects are not reduced.)
-If struck by a Critical Hit, using this ability also prevents the additional effects of a Perfect Critical.
Healing Chi (Su): Enlightened Monk 2
[Chi Power – Cost: 2 Chi Points] -Big Action, Provokes AOO
Your touch heals a single willing target creature (or yourself). Healing Chi may be used once per Round.
-Target heals +1d6 HP per 2 Enlightened Monk levels, Plus your WISMod (Min+0)
-Maximum healing is 5d6+WISMod, This is a Positive Energy effect of the Heal subschool.
-At Enlightened Monk Level 7+, you may choose to expend 3 Chi Points to also cure a Broken Bone and allow the target to recover 1 Weakened Stage.
Enhanced Reflexes(Ex): Warrior Monk 2, Enlightened Monk 5
-You gain Combat Reflexes as a Bonus Feat.
-If you already have this Feat, you gain an additional +1 Reaction per Round.
Stunning Fist (Su): Warrior Monk 3
[Chi Power – Cost: 1 Chi Point] -Big Action-Attack, No AOO
Make an Unarmed Melee Attack that deals damage normally and has the following effects:
-Target struck must make a FORT Save DC(10 +½ Monk Level + WISMod) or be Stunned for 1 Turn.
-If a struck creature passes the FORT Save, they are Staggered for 1 Turn.
-In addition to being a Critical Threat, a Nat20 Attack Roll also adds +2 Save DC and recover +1 Chi Point.
-Creatures that take no damage or are immune to Critical Hits are unaffected by the Stun/Stagger effects.
*This ability may be combined with use of the “Focused Strike” Feat at the same time.
Chi Strike[Magic] (Ex): Monk Level 3 - Your melee attacks are empowered with your internal Chi energy.
-All your melee attacks deal +1 Force Damage per strike. They are treated as magic weapons for the purpose of overcoming Damage Resistance (DR) and Hardness.
Magic Block (Ex): Enlightened Monk 3, Warrior Monk 5 -Reaction
Your intense training & focus allows you to deflect incoming magical effects.
-If you are directly targeted by a magic spell, you may spend a Reaction to attempt a REFLEX Save against the spell’s Save DC. This ability may be used once per round.
-Spells requiring Attack Rolls should make the Attack Roll before the Monk decides to block.
-Spells that strike with an Attack Roll or that do not allow a Save are blocked by the Monk by making a REF Save using the standard DC of a spell of the same SL from that caster. (Save DC = 10+SL+CastingMod)
-If your REF Save is successful, you completely block the spell. It dissipates with no effect.
-If a spell has multiple targets, it can still affect other targets normally. (Ex: Scorching Ray)
-If your REF Save fails, you are affected as the normal target of that spell. You now roll any required FORT or WILL Saves to determine the full effect of the spell. -Spells that normally require a REF Save affect you as if you had completely failed the Save. You do not get to roll a second REF Save to attempt to resist after failing to block the spell.
-This ability may NOT be used on spells activated through Melee Touch Attacks or Melee Strikes.
Featherfall Chi (Su): Enlightened Monk 3
[Chi Power – Cost: 1 Chi Point] -Immediate Action, No AOO
-Your mastery of your chi allows you to descend at a safe rate if you fall. This ability functions as a self-only Featherfall spell with a few minor changes: You fall at a safe speed of about 60 feet per round and suffer no damage when landing. This ability may be activated as an Immediate Action if conscious. It requires only a thought.
Leaper 10: Monk Level 4 - You gain the movement type Leaper 10. (A small size monk gains Leaper 8.)
-Leaper 10: You cannot fail a long jump of 0-10 feet. Horizontal “long jump” distance may be increased by up to +10 feet beyond the result of your check. Vertical leap may be increased by +5 feet. You may make a Jump&Sprint check to hurdle an obstacle as part of a Big Action movement. You may make a Charge Attack after making a Jump&Sprint check to land within reach of an opponent. Movement by leaping counts as part of your available movement per round. You can jump a maximum distance up to your normal land Move Speed+10 feet. You reduce the effective distance of a purposeful fall by 5 feet.
Athletic Movement (Ex): Warrior Monk 4
-You gain a +3 Class Bonus to Acrobatics, Climb, and Perform(Dance&Motion).
-You suffer only a -1 penalty to AC and Attack Rolls for standing on Difficult Terrain (instead of normal -2)
-You reduce the effective distance of any fall by half. (Ex: You treat a 30-foot fall as a 15-foot fall)
-Wall Running: You may move along walls (or other angled yet generally flat surfaces) as part of your normal movement, so long as you start and end your turn on relatively flat, solid ground that is not Difficult Terrain. You may move along these surfaces using a Run action, so long as you move in a roughly straight line to your target.
-Water Running: At Monk Level 8, this improves to allow you to run across water with similar limitations.
Enlightened Soul (Ex): Enlightened Monk 4
-Your training enhances your awareness of the world around you. You gain Blindsense 10.
-Whenever subject to a WILL Save, a successful Save indicates that you suffer no ill effect, even if the spell or ability normally causes a negative effect on a successful Save. If you succeed on the WILL Save by 5+, you are made aware of the creature or object that cast the spell if within 100 feet and within your Line of Sight.
-Whenever you roll a Nat20 on a Saving Throw for a Chi Power or Magic Block, you gain +1 Chi Point.
Flow Like Water (Ex): Monk Level 4 – You use a series of dynamic and flowing strikes to bypass enemy defenses.
-You may use your WISMod in place of your STRMod on Wrestling Checks & calculating Knockdown DC.
-On your turn and before you attack, you may spend a Reaction to become Fortunate on all Melee Attacks and your attacks deal half of their normal physical damage (Minimum 1) until the end of your turn.
-Precision Damage, Energy & Elemental Damage, and Force Damage are not reduced by this ability.
Golden Bell (Ex): Warrior Monk 5 (Improves at Lvl 10, 15, 20)
A Warrior Monk’s body and mind are fortified through countless hours of intense training.
Golden Bell I: (Lvl 5) You gain a +3 Class Bonus on Perseverance. You are Fortunate on all Saves against poisons and diseases and on checks made to stop bleeding or to stabilize when dying.
-You gain Fire Resist 5, Electricity Resist 5, and DR 1/- (DR1/- reduces incoming Physical Damage by 1)
Golden Bell II: (Lvl 10) You gain Fire Resist 10, Electricity Resist 10, and DR 2/-
Golden Bell III: (Lvl 15) You gain Elemental Resist 10 (All Elements) and DR 3/-
Master of the Golden Bell (Ex): (Golden Bell IV – Lvl 20): You gain Elemental Resist 20 (All Elements)
-You gain immunity to Critical Hits and Precision Damage unless you are Helpless, Flat-Footed, or Surprised. You are immune to Poison & Disease. You no longer take falling damage.
-Your Unarmed Attacks gain the Anti-Adamantine Armor Property (AAA).
Touch of Clarity (Su): Enlightened Monk 5
[Chi Power – Cost: 1 Chi Point] -Big Action, Provokes AOO
Your touch can free creatures from mind-affecting spells & abilities.
-Upon touching a creature, you may roll a WILL Save against the original DC of the mind-affecting spell or ability active on that creature. If the effect has no listed Save DC, make a DC15 WILL Save to remove the effect.
-If the creature is afflicted by multiple negative mental effects, you may roll 1 WILL Save per effect active on the creature with a single use of this ability.
-If you roll a Nat20 on your WILL Save, you gain +1 Chi Point.
-This ability only functions against a spell or ability that allows a WILL Save and causes an effect with a non-instantaneous duration. (Also functions against Frightened status caused by the Intimidate Skill.)
-If you fail the WILL Save, you cannot try again to remove the same effect.
-You may choose to leave helpful spells active on a target creature.
-This ability has no effect on Curses. Magical effects cleared by this ability are dispelled.
-Unwilling targets require a Melee Touch Attack Roll to be made as part of the Action used for this ability.
-At Enlightened Monk level 10: You may spend +2 Chi Points when activating this power to attempt to free your target from any type of Curse. Regardless of original Save type, you roll a WILL Save against the Curse at +5DC.
Chi Step (Su): Warrior Monk 5 -Your Chi provides a sudden burst of speed.
[Chi Power – Cost: 1 Chi Point] -Swift Action (or Reaction)
You may move up to your Normal Move Speed as a Swift Action.
-You move in the same manner as normal, you just do so extremely fast. You cannot pass through physical barriers.
-You do not provoke AOO for movement through threatened spaces. This does not count against you as “Movement on Your Turn.” Chi Step may only be used once per round.
-If you use Chi Step directly before attacking a foe during the same turn and you move at least 10 feet, your foe is considered Flat-Footed against any attack made on your following action.
If used as a Reaction: You gain a +4 Speed Bonus to Initiative to Interrupt a foe with this Reaction. If successful, you may move up to your Move Speed as part of this Reaction (as described above).
Tidal Fury II (Ex): Warrior Monk 6, Enlightened Monk 9
-Your Tidal Fury may now be activated on a melee miss roll of Natural 2 or 3 as well as a Melee Hit roll with a Natural 20. -You may roll to confirm a Critical Hit & deal damage before choosing to activate your Tidal Fury AOO.
-Your Tidal Fury attacks gain the Knockdown Property (Knockdown DC12+HR+STRMod)
-Knockdown = Enemies of same size category or smaller must make a Wrestling Check or be knocked Prone.
Disruptive Expert (Ex): Warrior Monk 6
-You may spend a Reaction to make an AOO attack against anyone who uses a Big Action to cast a Spell, SLA, or activate a Supernatural Ability while within your Threatened Area, even if these actions would not normally Provoke AOO.
-Whenever you damage a creature with a melee attack, you cause them to have trouble using magic for 1 turn. Until the end of their next turn, if the creature attempts to use a spell, SLA, or activate a Su ability, it must make a DC(20+[2xSL]) Perseverance check or the spell/SLA/Su fails & is wasted.
-Abilities without a listed SL require a DC25 Perseverance check to activate.
-Disruptive Expert does not function against any Monk special abilities or Chi Powers.
Reflect Magic (Ex): Enlightened Monk 6, Warrior Monk 9
[Chi Power – Cost: 1 Chi Point] -Reaction
This is a Chi Power upgrade to Magic Block. If you are directly targeted by a magic spell, you may spend a Reaction to attempt a REFLEX Save against the spell’s Save DC.
-If your Reflex Save is successful, the spell reflects directly back at the attacker, who suffers all the effects exactly as if they were the intended target of that spell. This ability may be used one time per round.
-No additional Attack Roll is needed, even if the spell was a Ray or TAS. The caster may roll Saves as needed.
-The spell-caster cannot choose to Dismiss a spell after it has been reflected by the Monk.
-This ability otherwise functions exactly as the Magic Block ability.
Option – Redirect Magic: If you succeed on the REF Save, you may spend an extra 2 Chi Points to attempt a Knowledge (Arcana) or (Religion) check DC(15+SL) to identify the spell as it is being cast. If successful, you may redirect the spell at any target within the spell’s normal Range from you. (Spell effects & Save DC of original caster)
-If the redirected spell is a Ray, you must make a new Ranged Touch Attack using your own stats.
Healing Chi Burst (Su): Enlightened Monk 6
[Chi Power – Cost: 3 Chi Points] -Big Action, Provokes AOO, 10’ Radius Burst
A burst of Positive Energy affects all creatures within a 10’ Radius Burst (including yourself).
-Deals 1d6 Positive Energy per 2 Enlightened Monk levels, Plus your WISMod (Min+0).
-Maximum damage/healing is 7d6+WISMod Positive Energy [PE].
-Remember: Positive Energy heals living creatures & damages undead creatures. (This is a Heal subschool effect)
-Undead creatures may make a FORT Save DC(10 +½ Monk Level + WISMod) for half damage.
-Reminder: Supernatural Abilities that require an Action to activate may only be used once per round.
Chi Strike(Justice) (Ex): Monk Level 7 - Your Chi Strike improves so that your melee attacks now deal +2 Force Damage per strike & are treated as magic weapons of Justice for the purpose of overcoming Damage Resistance (DR) and Hardness.
Dispelling Strike (Su): Enlightened Monk 7
[Chi Power – Cost: 1 Chi Point] -Big Action-Attack, No AOO
-Your unarmed strike can dispel the magic powers of your foes.
-Spend a Big Action to make a single Unarmed Melee Attack. If your attack hits, you deal damage normally & roll a Perseverance Check to attempt to dispel an active magical effect from the creature you struck.
-The DC of your Perseverance Check is (10+Caster Level) of the spell affecting the target. If successful, the highest level ongoing magical spell/effect is dispelled.
-If no Caster Level is given, use the Level of the affected creature instead (or GM Discretion).
*You do not need to know what, if any, effects are active on the target. If you do know a specific spell that is active, then you may attempt to dispel that effect with your strike.
-Passive magical effects from worn or wielded equipment cannot be dispelled with this strike.
(Ex: +1 Enhanced Magic Armor with Fire Resist 5 provides a Passive magical benefit.)
-If you wish to use this ability on an ally or willing creature, you must still strike them with an unarmed melee attack. It is through your strike that your Chi disrupts the active magic. You may choose not to score a critical hit, but you must roll damage normally. A Curse cannot be dispelled using this ability.
Bonus Feat: Warrior Monk 8
You gain a single combat Feat for which you meet all prerequisites.
-This Feat must relate to combat, initiative, or survivability.
Area Magic Block (Su): Enlightened Monk 8, Warrior Monk 11
[Chi Power – Cost: 2 Chi Points] -Reaction
This Chi Power upgrade to Magic Block allows you to stop AoE spells & spells affecting nearby targets.
-Spend a Reaction to attempt to block a magic spell that affects any space within your Natural Reach.
-You must roll a REFLEX Save against the spell’s Save DC. This ability may be used once per round.
-This ability may block a spell affecting any target within your Natural Reach at the time the spell is cast.
-An Area of Effect spell (AoE) may be blocked if any portion of the AoE is within your Natural Reach at the time the spell is cast. -This ability otherwise functions exactly as Magic Block.
If the Reflex Save is successful, you successfully redirect the magic away with your harnessed Chi power, dissipating the energy harmlessly into the air. (The spell is dispelled)
-Spells that do not allow a Save are blocked in the same way, using the standard DC of a spell from the same school and of the same Spell Level (DC 10 + Spell Level + Casting Modifier).
Example 1: A wizard (14 INT) casts magic missile at Sokaris, who is standing next to Fei-Hung the Monk. Fei-Hung spends a Reaction and 1 Chi Point to roll a REF Save DC(10+1SL+2INTMod) = DC13. Fei-Hung rolls a 17, so he successfully dispels the Magic Missiles before they strike Sokaris.
Example 2: A priest (18 WIS) casts flamestrike around Kardalys and Wulfric. The radius of the flames extends to a hex next to Fei-Hung. Fei-Hung may try to block the spell because it affects an area he threatens. Fei-Hung spends a Reaction and 1 Chi Point to roll a REF Save DC(10+5SL+4WISMod) = DC19. Fei-Hung rolls a 22, so the flamestrike spell is dispelled.
Improved Evasion (Ex): Monk Level 9 - Your Evasion ability improves so that you now take only half damage from the effect if your REF Save fails, and you ignore all damage and negative effects if your REF Save is successful.
Transcendent Shift (Su): Enlightened Monk 10
[Chi Power – Cost: 3 Chi Points] -Big Action, Provokes AOO
Your internal energy is so in tune with your surroundings that you can now transfer yourself and one willing ally to a new location in seconds.
When you activate Transcendent Shift, you teleport from your current location to any other spot within a range of 600 feet. You may take one other willing creature with you (your size or smaller) that you are touching when you use this ability. An unwilling creature does not travel with you.
-You always arrive at exactly the spot desired. You must have seen your destination or know of its existence. If your desired location is occupied, you are placed at the closest open space within 20 feet (in any direction). If no open space is available or the target location no longer exists, you return to your starting point and your action is wasted.
-If struck while attempting to use this ability, you must make a DC(10+Damage Taken) Perseverance check or the Shift fails and your Action & Chi Points are wasted.
-This is a teleportation effect; you do not need Line of Effect to your target location. Worn & wielded equipment travels with you. You may choose to leave physical restraints behind. It does not count as “Movement on Your Turn.”
Chi Strike[Distant] (Ex): Monk Level 10 - Your mastery of Chi allows you to project your physical form beyond the reach of your body. Your Natural Reach increases by +5 feet. (This is an Innate Bonus to Natural Reach.)
-Since your Natural Reach has increased, this also increases your Melee Reach with wielded weapons by +5’.
Tidal Fury III (Ex): Warrior Monk 10, Enlightened Monk 16
-Your Tidal Fury may now be activated on a melee miss roll of Natural 2 or 3 as well as a Melee Hit roll with a Natural 19 or Natural 20. Activating your Tidal Fury from a Nat20 Attack Roll does not expend a Reaction.
-You may roll to confirm a Critical Hit & deal damage before choosing to activate your Tidal Fury AOO.
Area Reflect Magic (Su): Enlightned Monk Lvl 11, Warrior Monk Lvl 14
[Chi Power – Cost: 3 Chi Points] -Reaction
You may use your Chi to reflect spells affecting nearby targets and large areas back at the caster.
-If a magic spell being cast will affect any space within your Natural Reach, you may spend a Reaction to attempt to reflect the spell back at its caster.
-You must roll a REFLEX Save against the spell’s Save DC. This ability may be used one time per round.
-If the Reflex Save is successful, you reflect the magic back towards its caster. The original caster now becomes the center point or target of the AoE.
-Spells that do not allow a Save are blocked in the same way, using the standard DC of a spell from the same school and of the same Spell Level (10+Spell Level+Caster’s Modifier).
*Be careful! If you reflect an AoE spell onto an enemy that is close to you, you may still end up with yourself or an ally within the reflected Area of Effect! You cannot block or reflect the spell a second time!
Option – Area Redirect Magic: If you succeed on the REF Save, you may spend an extra 2 Chi Points to attempt a Knowledge (Arcana) or (Religion) check DC(15+SL) to identify the spell as it is being cast. If successful, you may redirect the spell at any target location within the spell’s normal Range from you. (Spell effects & Save DC of original caster) -If the redirected spell is a Ray, you must make a new Ranged Touch Attack roll.
Strike of Stillness (Su): Warrior Monk 11
Your Chi power momentarily traps your enemy in stasis.
[Chi Power – Cost: 2 Chi Points] -Big Action-Attack, No AOO
Make an Unarmed Melee Attack that deals damage normally and has the following effects:
-Target struck must make a WILL Save DC(10 + ½ Monk Level + WISMod) or be held in place as per a Hold spell for 2d6 Rounds. The effects of the Hold spell are as follows:
-You are completely unable to move your body and cannot take any type of action requiring voluntary
muscle movement. While in Hold, your heart beats and you may still see, think, and breathe. You are Helpless.
-You do not move from your position once affected, appearing as a statue of yourself, even in mid-air.
-Affected creature is incredibly difficult to lift or relocate, acting as if 10 times its normal weight.
-The affected creature appears “Frozen in Place” much like someone pressed the “Pause Button” on a video.
-After 1 full round, an affected creature is granted a new WILL Save at the beginning of each turn. If the
new WILL Save is successful, the spell ends.
-In addition to being a Critical Threat, a Nat20 Attack Roll also adds +2 Save DC and you gain +1 Chi Point.
-If the target passes the WILL Save, they suffer no additional effect.
-Creatures that take no damage from the strike may still be affected by this ability.
-Touch of Stillness can affect Hominids, Aesir, Valefor, Animals, Fae, Magical Beasts, Monstrous Humanoids.
*This ability may be combined with use of the “Focused Strike” Feat at the same time.
Chi Sight (Su): Enlightened Monk 12
[Chi Power – Cost: 2 Chi Points] -Swift Action
For 10 minutes, you gain the benefits of a True Seeing spell. Summary provided below:
-You see things as they really are. Gain Diurnal Vision, Nocturnal Vision, Deepsight, +5 Power Bonus on Spot checks.
-See through all types of illusions, magical disguises, and alternate forms within 120 feet.
Tongue of the Sun and Moon (Ex): Enlightened Monk 13
You can speak with any living creature. You understand any language spoken to you by a living creature.
When you speak, your mastery of your chi converts your words into any one language that you select for your intended listener. If you touch your intended listener, you do not need to select a language; the most appropriate language is automatically selected. Those around you will hear what you say in whatever language was intended for the target listener. (Animal sounds are treated as a language specific to that type of animal)
Chi Shift (Su): Warrior Monk 13
You focus your Chi and instantly shift your body to another position you can see.
[Chi Power – Cost: 2 Chi Points] -Swift Action (or Reaction)
You teleport up to 200 feet as a Swift Action.
-This is a teleportation effect. You may pass through barriers and arrive at any location you can see within Range. You arrive exactly where you desire. Worn & wielded equipment travels with you. You may leave physical restraints behind.
-If you cannot see, you may shift to any location within 200 feet that you know is available. (GM Discretion)
-Chi Shift may only be used once per round. It does not count as “Movement on Your Turn.”
-If you use Chi Shift directly before attacking a foe during the same turn, your foe is considered Flat-Footed against any attack made on your following action.
If used as a Reaction: You gain a +5 Speed Bonus to Initiative to Interrupt a foe with this Reaction. If successful, you may teleport yourself up to 200 feet as part of this Reaction.
Nullification Aura (Su): Enlightened Monk 14
[Chi Power – Cost: 4 Chi Points] -Big Action, Provokes AOO
Your Chi nullifies all magical effects around you for 1 minute. You let out a powerful shout and slam the ground, bursting the aura into existence. The field is centered on you and moves with you.
-This ability functions using the rules of the spell Antimagic Aura, except as indicated here.
-Nullification Aura is visible. A shimmering glow and blowing winds surround you.
-Nullification Aura is centered on you, moves with you, and has a 10’ Radius.
-Nullification Aura has a duration of 1 minute. It may be dismissed as a Free Action.
Antimagic Aura – Summary below:
-An Antimagic Aura stops all magic from functioning while within the radius. Any spell, SLA, magic item, or Supernatural ability is suppressed while within the aura, including your own spells and all magic items.
-Spells, SLA, Su, & magic items may NOT be cast or activated while within an Antimagic Aura.
-Nullification Aura does not prevent or nullify any of the Monk special abilities or Chi Powers.
-Suppressed magic is not dispelled! Spells continue as normal, but have no effect within the aura.
Timeless Body (Ex): Enlightened Monk 15, Warrior Monk 17
-Your body no longer ages. Your maximum lifespan increases to double that of your normal race. Your WIS Score may surpass the natural maximum for your race by 2. You cannot be magically aged. Any penalties already incurred remain. Bonuses to mental ability scores from aging still accrue, and you still die of old age when your time is up.
One: Enlightened Monk 20
You reach spiritual oneness; you are forevermore treated as an outsider rather than as a humanoid (or whatever your original creature type was) for the purpose of harmful spells and magical effects. Helpful spells can still affect you if you desire (you can still be brought back from the dead if you did not die of old age).
-You gain Regeneration 2 (Ex). Your maximum lifespan increases to quadruple that of your normal race.
-You may speak telepathically to any creature you can see (Su).
-Your Chi Sight (Su) is now permanently active. You may suppress or continue its use as a Free Action.
-You gain a Fly Move Speed (Su): Fly 50 (Good Maneuverability)
-1/month: You may cast either the Resurrection spell or Break Enchantment spell (Priest SL7) as a Supernatural Ability (no Unique components needed).​
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Sokaris, LFG Elf Rogue Icon