Quarterstaff MasterMonk Archetype |
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![]() Fortitude High |
![]() Will Low |
![]() Reflex High |
![]() Base Attack Bonus High |
![]() HP per level 6/ Level |
![]() HP 10 |
Class Initial Features |
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Class Skills |
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Quarterstaff Master is a class in Pathfinder: Wrath of the Righteous. Quarterstaff Masters can use their fists as weapons providing with strong unarmed attacks. They are not proficient with armors and use Wisdom as a bonus to AC.
"Some monks focus their efforts on perfecting the way of one of the simplest weapons, a quarterstaff. They train until the quarterstaff becomes a natural extension of his own body"
Quarterstaff Master Information
- Base Class: Monk
- Alignment: Any Lawful.
- High saves: Fortitude and Reflex.
- Class skills: Athletics, Mobility, Stealth, Knowledge (World), Lore (Religion), Perception, Persuasion.
- Proficient with the Club, Crossbow (Light or Heavy), Dagger, Handaxe, Javelin, Kama, nunchaku, Quarterstaff, Sai, Shortsword, Shortspear, shuriken, siangham, Sling, Spear and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields and lose their AC bonus and fast movement and flurry of blows abilities when wearing armor or holding a shield.
Quarterstaff Master Progression
Level |
Base Attack Bonus |
Fort |
Ref |
Will |
Special |
Level 1 | +1 | +2 | +2 | 0 | Monk Proficiencies, Improved Unarmed Strike, Improved Strike, AC bonus, Stunning Fist, Monk Bonus Feat, Flurry of Blows |
Level 2 | +2 | +3 | +3 | 0 | Monk Bonus Feat, Evasion |
Level 3 | +3 | +3 | +3 | +1 | Ki Pool, Ki Strike - Magic, Fast Movement |
Level 4 | +4 | +4 | +4 | +1 | Stunning Fist: Fatigue, Ki Power, Still Mind, Quarterstaff Damage |
Level 5 | +5 | +4 | +4 | +1 | Style Strike - Trip, Purity of Body |
Level 6 | +6/+1 | +5 | +5 | +2 | Monk Bonus Feat, Ki Power |
Level 7 | +7/+2 | +5 | +5 | +2 | Ki Strike - Cold Iron and Silver |
Level 8 | +8/+3 | +6 | +6 | +2 | Stunning Fist: Sicken, Ki Power |
Level 9 | +9/+4 | +6 | +6 | +3 | Improved Evasion, Style Strike - Sunder |
Level 10 | +10/+5 | +7 | +7 | +3 | Monk Bonus Feat, Ki Power, Ki Strike - Lawful |
Level 11 | +11/+6/+1 | +7 | +7 | +3 | |
Level 12 | +12/+7/+2 | +8 | +8 | +4 | Ki Power, Quarterstaff Damage |
Level 13 | +13/+8/+3 | +8 | +8 | +4 | Style Strike - Disarm |
Level 14 | +14/+9/+4 | +9 | +9 | +4 | Monk Bonus Feat, Ki Power |
Level 15 | +15/+10/+5 | +9 | +9 | +5 | |
Level 16 | +16/+11/+6/+1 | +10 | +10 | +5 | Ki Strike - Adamantine, Ki Power |
Level 17 | +17/+12/+7/+2 | +10 | +10 | +5 | Style Strike |
Level 18 | +18/+13/+8/+3 | +11 | +11 | +6 | Monk Bonus Feat, Ki 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 he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki pool strike. At 3rd level, ki pool strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool pool as a swift action, a monk can make one additional unarmed strike at his 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 his 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 his Wisdom bonus (if any) to his 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. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries 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.
Style Strike
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his 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. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
Quarterstaff Damage
At 4th level, in hands of a quarterstaff master all quarterstaves deal damage as if it was one size category larger.
At 12th level, in hands of a quarterstaff master all quarterstaves deal damage as if it was 2 size category larger.
At 20th level, in hands of a quarterstaff master all quarterstaves deal damage as if it was 3 size category larger.
Fast Movement
At 3rd level, a monk gains a +10 enhancement bonus to his 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.

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 his AC bonus, as well as his fast movement and flurry of blows abilities.
Style Strike - Trip
At 5th level, quarterstaff master can use his quarterstaff to make his first attack during a flurry of blows make a free trip attempt, which does not provoke attack of opportunity.
Style Strike - Sunder
At 9th level, quarterstaff master can use his quarterstaff to make his first attack during a flurry of blows make a free sunder attempt, which does not provoke attack of opportunity.
Style Strike - Disarm
At 13th level, quarterstaff master can use his quarterstaff to make his first attack during a flurry of blows make a free disarm attempt, which does not provoke attack of opportunity.
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 his 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 his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He 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 his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Ki Power: Perfect Self
At 20th level, a monk becomes a magical creature. The monk gains damage reduction 10/chaotic, which allows him 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 he makes a flurry of blows, he can designate one of his 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. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
Perfect Strike (Monk)
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You can roll your attack roll twice and take the higher result. You may attempt a perfect attack once per day for every four levels you have attained (but see Special).
Special: A zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

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.

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.
Classes |
Alchemist ♦ Aldori Swordlord ♦ Arcane Trickster ♦ Arcanist ♦ Assassin ♦ Barbarian ♦ Bard ♦ Bloodrager ♦ Cavalier ♦ Cleric ♦ Dragon Disciple ♦ Druid ♦ Duelist ♦ Eldritch Knight ♦ Fighter ♦ Hellknight ♦ Hellknight Signifer ♦ Hunter ♦ Inquisitor ♦ Kineticist ♦ Loremaster ♦ Magus ♦ Monk ♦ Mystic Theurge ♦ Oracle ♦ Paladin ♦ Ranger ♦ Rogue ♦ Shaman ♦ Skald ♦ Slayer ♦ Sorcerer ♦ Stalwart Defender ♦ Student of War ♦ Warpriest ♦ Winter Witch ♦ Witch ♦ Wizard |