Monk

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Fortitude
High
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Will
Low
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Reflex
High
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Base Attack Bonus
High
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HP per level
6/ Level
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HP
10

Class Initial Features

Class Skills

Monk is a class in Pathfinder: Wrath of the Righteous. Monks can use their fists as weapons, providing them with strong unarmed attacks. They are not proficient with armor, but most monks gain a bonus to AC from Wisdom.

 

"Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most."

 

Monk Information

Stats

  • Alignment Requirement: Any lawful
  • Hit Die: +6
  • Skill Points per Level: 3
  • Level 1 Base Attack Bonus: +1

Skills

Difficulty

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Monk Features

 

Monk Video Guide

 

 
 
 
 
 
 
 
 
 

 

 
 
 
 
 
 
 
 
 

 

Monk Archetypes

Traditional Monk

 Bonus: Higher saves, Special Ki Power

 Penalty: Less Choice of Ki Power

 

 

 

Monk Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 +1 +2 +2 0 Monk ProficienciesImproved Unarmed Strike, Unarmed StrikeAC bonusStunning FistMonk Bonus FeatFlurry of Blows
Level 2 +2 +3 +3 0 Monk Bonus FeatEvasion
Level 3 +3 +3 +3 +1 Ki PoolKi Strike - MagicFast Movement
Level 4 +4 +4 +4 +1 Stunning Fist: FatigueKi PowerStill Mind
Level 5 +5 +4 +4 +1 Style StrikePurity of Body
Level 6 +6/+1 +5 +5 +2 Monk Bonus FeatKi Power
Level 7 +7/+2 +5 +5 +2 Ki Strike - Cold Iron and Silver
Level 8 +8/+3 +6 +6 +2 Stunning Fist: SickenKi Power
Level 9 +9/+4 +6 +6 +3 Improved EvasionStyle Strike
Level 10 +10/+5 +7 +7 +3 Monk Bonus FeatKi PowerKi Strike - Lawful
Level 11 +11/+6/+1 +7 +7 +3  
Level 12 +12/+7/+2 +8 +8 +4  Ki Power
Level 13 +13/+8/+3 +8 +8 +4 Style Strike
Level 14 +14/+9/+4 +9 +9 +4 Monk Bonus FeatKi Power
Level 15 +15/+10/+5 +9 +9 +5  
Level 16 +16/+11/+6/+1 +10 +10 +5  Ki Strike - AdamantineKi Power
Level 17 +17/+12/+7/+2 +10 +10 +5 Style Strike
Level 18 +18/+13/+8/+3 +11 +11 +6 Monk Bonus FeatKi Power
Level 19 +19/+14/+9/+4 +11 +11 +6  
Level 20 +20/+15/+10/+5 +12 +12 +6 Ki Power: Perfect Self

 

Monk Abilities

Improved Unarmed Strike

You are considered to be armed even when unarmed - you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small).

Ki Pool

At 3rd level, a monk gains a pool of ki pool points, supernatural energy they can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 their monk level + their Wisdom modifier. As long as they have at least 1 point in their ki pool, they can make a ki pool strike. At 3rd level, ki pool strike allows their unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, their unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, their unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, their unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. 
By spending 1 point from their ki pool pool as a swift action, a monk can make one additional unarmed strike at their highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. 

Ki Power

At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from their ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

AC Bonus

When unarmored and unencumbered, the monk adds their Wisdom bonus (if any) to their AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

 

Monk Bonus Feat

At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative.
At 6th level, the following feats are added to the list Improved Trip, Improved Disarm At 10th level, the following feats are added to the list: Improved Critical, Improved Blind Fight.
A monk need not have any of the prerequisites normally required for these feats to select them.

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. The damage dealt by a Medium monk's unarmed strike increases with level: 1d6 at levels 1-3, 1d8 at levels 4-7,1d10 at levels 8-11, 2d6 at levels 12-15, 2d8 at levels 16-19, and 2d10 at level 20. If the monk is Small, their unarmed strike damage increases as follows: 1d4 at levels 1-3, 1d6 at levels 4-7, 1d8 at levels 8-11,1d10 at levels 12-15, 2d6 at levels 16-19, and 2d8 at level 20.

If the monk is Large, their unarmed strike damage increases as follows: 1d8 at levels 1-3, 2d6 at levels 4-7, 2d8 at levels 8-11, 3d6 at levels 12-15, 3d8 at levels 16-19, and 4d8 at level 20.

Flurry of Blows

At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk can make one additional attack at their highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of their unarmed strikes and weapons that have the monk special weapon quality. They take no penalty for using multiple weapons when making a flurry of blows, but they do not gain any additional attacks beyond what's already granted by the flurry for doing so. (They can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at their highest base attack bonus whenever they use flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Fast Movement

At 3rd level, a monk gains a +10 enhancement bonus to their base speed. A monk in armor or carrying a medium or heavy load loses this extra speed. For every 3 levels above 3rd, the bonus improves by 10 feet.

 

Still Mind

At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

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Purity Of Body

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Monk Proficiencies

Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
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 their AC bonus, as well as their fast movement and flurry of blows abilities.

Ki Strike - Magic

At 3rd level, ki strike allows the monks unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

 

Ki Strike - Cold Iron and Silver

At 7th level, the monk's unarmed attacks are treated as cold iron and silver for the purpose of overcoming damage reduction

Ki Strike - Lawful

At 10th level, the monk's unarmed attacks are treated as lawful weapons for the purpose of overcoming damage reduction.

Ki Strike - Adamantine

At 16th level, the monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Ki Power: Perfect Self

At 20th level, a monk becomes a magical creature. The monk gains damage reduction 10/chaotic, which allows them to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.

 

Style Strike

At 5th level, a monk can learn one type of style strike. Whenever they use flurry of blows, they can designate one of their 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 9th level, and every 4 levels thereafter, a monk learns an additional style strike. They must choose which style strike to apply before the attack roll is made. At 15th level, they can designate up to two of their unarmed strikes each round as a style strike, and each one can be a different type.

Stunning Fist

You know just where to strike to temporarily stun a foe. 
You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune

Stunning Fist: Fatigue

This ability works as Stunning Fist, but it makes the target fatigued for 1 minute on a failed save instead of stunning for 1 round.

Stunning Fist: Sicken

This ability works as Stunning Fist, but it makes the target sickened for 1 minute on a failed save instead of stunning for 1 round.

 

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Evasion

A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless character does not gain the benefit of evasion.

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Improved Evasion

This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.

 

 

 

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