Traditional Monk

Monk Archetype

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Fortitude
High
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Will
High
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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

Traditional Monk is a class in Pathfinder: Wrath of the Righteous. Traditional 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.

 

"Traditional monks walk the strict path of discipline which thousands of predecessors trod before them. They sacrifice the freedom to choose their power in exchange for steeled willpower and the trusted set of traditional abilities."

 

Traditional Monk Information

 

Traditional Monk Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1  +1 +2 +2 +2 Monk ProficienciesImproved Unarmed Strike, Improved Strike, AC bonusStunning FistMonk Bonus FeatFlurry of Blows
Level 2  +2 +3 +3 +3 Monk Bonus FeatEvasion
Level 3  +3 +3 +3 +3 Ki PoolKi Strike - MagicFast Movement
Level 4  +4 +4 +4 +4 Stunning Fist: FatigueStill Mind
Level 5  +5 +4 +4 +4 Style StrikePurity of Body
Level 6  +6/+1 +5 +5 +5 Monk Bonus Feat, Ki Power: Wholeness of Body
Level 7  +7/+2 +5 +5 +5 Ki Strike - Cold Iron and Silver
Level 8  +8/+3 +6 +6 +6 Stunning Fist: Sicken, Abundant Step
Level 9  +9/+4 +6 +6 +6 Improved EvasionStyle Strike
Level 10  +10/+5 +7 +7 +7 Monk Bonus FeatKi Strike - Lawful, Diamond Body
Level 11   +11/+6/+1 +7 +7 +7  
Level 12   +12/+7/+2 +8 +8 +8 Diamond Soul
Level 13   +13/+8/+3 +8 +8 +8 Style Strike
Level 14   +14/+9/+4  +9 +9 +8 Monk Bonus Feat, Quivering Palm
Level 15   +15/+10/+5 +9 +9 +9  
Level 16   +16/+11/+6/+1 +10 +10 +10  Ki Strike - Adamantine
Level 17  +17/+12/+7/+2 +10 +10 +10 Style Strike
Level 18  +18/+13/+8/+3 +11 +11 +11 Monk Bonus Feat
Level 19  +19/+14/+9/+4 +11 +11 +11  
Level 20  +20/+15/+10/+5 +12 +12 +12 Ki Power: Perfect Self

 

Traditional 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: Quivering Palm

A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. The target must make a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier) or die. Using this ability is a standard action that costs 4 ki points.

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.

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.

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.

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.

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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.

 

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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.

Ki Power: Wholeness of Body

By spending 2 point from his ki pool as a standard action, the monk can heal a number of hit points of damage equal to his monk level.

Ki Power: Abundant Step

At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures with him when he uses this ability.

 

Ki Power: Diamond Body

A monk gains immunity to poisons of all kinds.

Ki Power: Diamond Soul

A monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

 

 

 

 

 

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