Sensei

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 bab1 icon_hp-pathfinder-wrath-of-righteous-wiki-guide SP
Full BAB +6 4

Sensei is a sub-class in Pathfinder: Wrath of the Righteous. Monks 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.

 

"The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he uses it to better those around him."

 

Sensei Information

 

 

Sensei Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  +1 +2 +2 0 Monk ProficienciesImproved Unarmed StrikeImproved StrikeAC bonusStunning Fist, Monk Bonus Feat, Advice, Inspire Courage
Level 2  +2 +3 +3 0 Insightful Strike
Level 3  +3 +3 +3 +1 Ki Strike - MagicKi Pool, Inspire Competence
Level 4  +4 +4 +4 +1 Ki PowerStunning Fist: Fatigue, Still Mind
Level 5  +5 +4 +4 +1 Style StrikePurity of BodyInspire Courage
Level 6  +6/+1 +5 +5 +2 Ki Power, Mystic Power
Level 7  +7/+2 +5 +5 +2 Ki Strike - Cold Iron and SilverInspire Competence
Level 8  +8/+3 +6 +6 +2 Stunning Fist: SickenKi Power
Level 9  +9/+4 +6 +6 +3 Style Strike, Inspire Greatness
Level 10  +10/+5 +7 +7 +3 Ki Strike - LawfulKi Power, Mystic Power, Mystic Wisdom
Level 11   +11/+6/+1 +7 +7 +3 Inspire CourageInspire Competence
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 Ki PowerMystic Wisdom
Level 15   +15/+10/+5 +9 +9 +5  Inspire Competence
Level 16   +16/+11/+6/+1 +10 +10 +5  Ki Strike - AdamantineKi Power
Level 17  +17/+12/+7/+2 +10 +10 +5 Style StrikeInspire Courage
Level 18  +18/+13/+8/+3 +11 +11 +6 Sensei Bonus FeatKi Power
Level 19  +19/+14/+9/+4 +11 +11 +6  Inspire Competence
Level 20  +20/+15/+10/+5 +12 +12 +6 Ki PowerKi Power: Perfect Self

 

Sensei 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.

 

Insightful Strike

At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

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, his 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, his 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.

Inspire Competence

A sensei of 3rd level or higher can use his performance to help allies succeed at a task. They must be within 30 feet and able to see and hear the bard. They get a +2 competence bonus on all skills checks as long as they continue to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3at 7th. +4 at 11th, +5 at 15th, and +6 at 19th).

Inspire Courage

A 1st-level Bard/Sensei can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.

 

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 his AC bonus, as well as his 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 treate. 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 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.

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.

 

Mystic Power

At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself.
At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target).

Mystic Wisdom

At 10th level, a sensei may spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall.
At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or provide improved evasion to a single ally within 30 feet. These abilities function at the sensei's level and last 1 minute.

Advice

A sensei's advice is identical to bardic performance, allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the sensei to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the sensei is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A sensei cannot have more than one bardic performance in effect at one time.

 

 

 

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

 




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