Reflex saves are also a good point Mixed into each build are different Style Feats and prerequisite feats to give different individualized flavors. Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. Fortuantely, many Monk skills can function with only one rank. hit points for a martial character. Diamond Mind (Su): By spending 1 point from his ki pool as a swift action, a monk with this power can suppress a fear effect affecting him as if using remove fear, using his monk level as his caster level. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally's. A monk must be at least 10th level before selecting this ki power. At 20th level, the monk has reached the highest levels of his martial arts school. A monk can select this ability multiple times. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). Elemental Fury (Su): A monk who selects this ki power must select one type of energy: acid, cold, electricity, or fire. At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects. Shop the Open Gaming Store! The monk must attack with a fist to use this style strike. 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. offensive option, Flurry of Blows, pretended that the Monk had full BAB. Flurry of Blows (Ex): This is the Monks Knockback Kick: The monk attempts to knock his foe back with a powerful kick. At 16th level, he can permanently blind or deafen the target. Throat Crush: The monk gives a sharp blow to a foes throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. If the attack hits, the monk can interrupt the target's flow of ki. This stacks with the first attack from this ability and additional attacks from haste and similar effects. At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. reliable. And the best part: A monk need not have any of the A monk must be at least 12th level and must possess the diamond body ki power before selecting this ki power. to focus on since you get Evasion. Diamond Body (Su): By spending 1 point from his ki pool, a monk with this power can remove one toxin from his body as if using neutralize poison, using his monk level as his caster level. Each time, he must select a different qinggong monk ki power. With hours/level duration even a low level wizard can cover you for the full adventuring day. Monks are martial mystics. Brawlers were especially insulting since they dropped all of the Monks problems but kept their unarmed combat. Their best trick was to punch things, and basically every martial class in the game could do that better. AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. You get 5 choices over time, which is perfect because 5 of the options support a limited subset of Pathfinders rules content. Through mediation and discipline, and sometimes by way of secrets passed down for generations within a monastery, a monk progresses toward his perfect selfalong the way turning his body into an astonishing fighting machine. At 20th level, he can paralyze the target for 1d6+1 rounds. At 8th level, he can make the target sickened for 1 minute. The attack made after the movement must be a kick. Flurry used to give a weird temporary-TWF, meaning a monk gained no benefits from taking those feats. This distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the monk's fast movement bonus. Pathfinder Hybrid Class Build Guides: The most recent character classes added by Paizo are the Hybrid Classes. Light Steps (Ex): A monk with this ki power can move effortlessly across nearly any surface. Creatures within the cone take 20d6 points of damage of the same type as the monk's elemental fury ki power. The monk must attack with a kick to use this style strike. Wind Jump (Su): A monk with this ki power can spend 1 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his base land speed. Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. ability, stunning fist gets better as you advance. Also carry a double-chained kama for tripping and for reach. I recommend carrying a sansetsukon as your primary weapon due to the high damage and critical threat range, but be prepared to drop it once you get Ki Strike if you need to bypass DR/magic, or abandon it completely once you can get enhancement bonuses on your fists reliably. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. Monks needed high scores in every ability score. The DR is cute, and you become immune to things like Dominate Person, Flurry of blows is now much simpler to use in play. Though they are generally less . It follows the same progression as a fighter maximizing the He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. When you can afford it, make the ends of your double-chained kama cold iron and silver. This increase is not doubled by Improved Critical or similar effects. Creatures without a discernible head are unaffected by this style strike (subject to GM discretion). Fast Movement (Ex): Extra speed lets you The attack made after the movement must be a kick. A monk must be 16th level or higher and possess the diamond soul ki power before selecting this ki power. Dragon Style and Dragon Ferocity turned the foundational build into a strong unarmed hitting build. Ki Powers (Unchained) Description Source: Pathfinder Unchained. The ally must take the second result, even if it is worse. Whenever he attempts a Will save, he can roll twice and take the better result. Once a ki power is selected, it cannot be changed. | PF2 SRD Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. permanently bad at casting spells), and finally This movement may be between attacks. For the most part, the Unchained Monks feats look just like those for a standard Monk. Ki Volley (Su): When a targeted spell or spell-like ability fails to overcome the monk's spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. roles in the party. option, and if you skip Improved Trip for whatever reason Leg Sweep becomes a At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Perfect Self: Suddenly you cant use Enlarge is nice, but rarely useful. Until the start of the monks next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Not Quivering Palm (Su): A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. The Golem's Got It! All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). At 4th level and every 2 levels thereafter, a monk can select one ki power. | Into The Unknown As a move action, he can spend 1 ki point to enter a state of suspended animation, falling unconscious and appearing dead to all senses. two-weapon fighting feats, but you have no off-hand attacks. At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. As long as he has at least 1 point remaining in his ki pool, the monk needs to eat and drink only 1/4 as often as normal, needs only 2 hours of sleep each night (including to replenish his ki pool), and can hold his breath for up to 1 hour per point of Constitution. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a 5 penalty. The monk makes his attack against the foes flat-footed AC. Flying Kick: The monk leaps through the air to strike a foe with a kick. Advanced Players Guide and Ultimate Combat, the Monk has a lot of great bonus Style Strike: Style Strikes add some This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. Ki Hurricane (Ex): As a full-round action, a monk with this ability can move up to twice his speed. If you use the Enforcer feat, Elbow Smash becomes a good 6th These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Bonus Feats: With the addition of the Feather Balance (Ex): A monk with this ability can spend 1 ki point as a swift action to achieve perfect balance. iconic attack. class which had no discernable positive effect on the game. If the check is successful, the target is staggered for 1 round. stunned creature drops everything held (free Foot Stomp: The monk stomps on a foe's foot, preventing the opponent from escaping. At level For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. This additional attack stacks with the bonus attacks from haste and other similar effects. At the time he enters this state, he indicates a preset period of time or a triggering condition, after which he awakens. Abundant Step (Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. permanently blinded or but things which require you to be a humanoid have generally been abandoned Monks cant use armor, so I recommend getting someone in your party to cast Mage Armor on you. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. A monk in armor or carrying a medium or heavy load loses this extra speed. Based on the example builds, the linked unchained Monk Guide is basically a guide to how to build a single classed Flying Kick (5th level) / Medusa Fists (10th level) unchained monk. With the exception of Contagion spell, you The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level. 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. Unchained: Much of the monk has been reworked, including its base attack bonus, Hit Die, saves, and many of its special abilities. If the monk spends 2 points from his ki pool, he can use this ability to affect the target's arcane pool, arcane reservoir, grit points, inspiration, or panache points instead of its ki pool. AC, and contributes to several monk skills. At 19th level, a monk gains total control over his mental faculties. At 4th level, the monk can choose to make the target fatigued. This trip attempt does not provoke an attack of opportunity. Ki Visions (Su): A monk with this ability often sees visions of spirits or hears the voice of his departed mentor in his dreams. A monk's attacks can be with fists, elbows, knees, and feet. You can also The unchained monk doesn't quite match the unchained rogue in damage, but its damage is still very good, and a number of its mystical abilities allow for more versatility than the rogue can muster (at least unless the rogue is using magic wands with Use Magic Device, which every rogue should, but that does require planning and it does get . Learn more. The sansetsukon can also be used to disarm, but when you stop using it as your primary weapon replace it with something lighter like a double-chicken saber (for the slashing damage). In some cases, a capstone specifies what ability it replaces. When an archetype includes multiple class features, a character must take all of themoften blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. Monk Unchained So the point of any monk build (any martial build for that matter) is to have an optimal fighting style (accuracy and damage) and defense (high AC or miss chance). skill point. Iirc, Unchained Pathfinder was essentially "hey we've created alternate versions of a bunch of stuff which we think is more fun and/or better balanced". Slow Fall (Su): A monk within arm's reach of a wall can use it to slow his descent by expending 1 point from his ki pool. The result is a version of the monk that not only is easier to play, but also possesses a great deal more versatility. Whenever he attempts a Will save, he can roll twice and take the better result. He adds 1/2 his monk level as a bonus on the damage roll. Unless you're going a specific strength-based build (such as dragon style or scaled fist archtype), a monk is supposed to go heavy dex. This bonus damage is not multiplied on a critical hit. All of the following are class features of the monk. Ki Pool lets you treat your attacks as magic, silver, At 20th level, he can paralyze the target for 1d6+1 rounds. As a monk advances in level, he can select from a variety of ki powers, allowing the player to truly customize his character. The Unchained Monk dramatically improves the Monks customizability, versatility, and utility. There is no such thing as an off-hand attack for a monk striking unarmed. While you will most likely be fighting unarmed, monk weapons offer you a lot of really fantastic options, including bonuses to combat maneuvers. still feels good to have. Flawless Mind: A reroll on Will saves will Pathfinder Roleplaying Game Pathfinder Unchained, Latest Pathfinder products in the Open Gaming Store. get into position to stop moving sooner. All of this depends on incredible discipline and focus, and monks spend their entire lives perfecting these arts. Some ki powers require the monk to be of a specific level or higher before they can be chosen. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He can make this choice while grappling as well. A monk must be at least 6th level before selecting this ki power. At 4th level, the monk can choose to make the target fatigued. Because the Monks damage output depends so heavily on their damage die size, being small is a serious problem. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. While very few things have Unless otherwise noted, a monk cannot select an individual ki power more than once. boost your AC. This stacks with the first attack from this ability and additional attacks from haste and similar effects. He must choose which style strike to apply before the attack roll is made. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. Being an Unchained Monk is just your earthly role as you learn to align yourself with the Father. Apply this benefit before doubling the range increment with the Far Shot feat. | OGN Articles At 12th level, he can make the target staggered for 1d6+1 rounds. This movement is made as part of the monks flurry of blows attack and does not require an additional action. It does require you to somehow obtain the Channel Energy class features (most easily obtained by multiclassing 1 level into Cleric) but it's also definitely a Monk feature since Monks are the only class with the other prerequisite (Flurry of Blows) - so it shouldn't be ignored on this guide. A helpless monk does not gain the benefit of improved evasion. Ki Metabolism (Su): A monk with this ability uses his ki to control his metabolism. | Here Be Monsters At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. Many of the higher-level abilities of the monk, such as abundant step and quivering palm, have been incorporated into the new system of ki powers. Monk.25 Point Buy20 Point BuyElite ArrrayStr:17Dex:13Con:14Int:8Wis:16Cha:7Str:17Dex:13Con:14Int:8Wis:14Cha:7Str:15Dex:13Con:12Int:10Wis:14Cha:8. This movement provokes an attack of opportunity as normal. A monk in armor or carrying a medium or heavy load loses this extra speed. A monk's attacks can be with fists, elbows, knees, and feet. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. Evasion (Ex): Always fantastic, Evasion So while this is a nerf, it's not as big of a deal as most would complain. Using this ability is a move action that consumes 2 points from his ki pool. They should be the same in Pathfinder, but Pathfinder doesnt provide official rules for monks smaller than small or larger than large. A monk must be at least 12th level before selecting this ki power. Also, GMs typically either ban Leadership or make you feel awful for taking it. The monk must attack with a head-butt to use this style strike. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. It's a shame. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The monk must attack with a fist to use this style strike. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. At 16th level, he can permanently blind or deafen the target. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be. Finally, the monk gains the ability to enter a state of perfect calm. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Hit Points: Finally! At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. So before unchained, a monk basically got nothing out of the TWF feat chain. Unchained: Much of the monk has been reworked, including its base attack bonus, Hit Die, saves, and many of its special abilities. becomes a problem. In addition, he always counts as having a running start when attempting Acrobatics checks to jump. Duskwalker (Plane-Hopper's Handbook pg. Perfect Self: At 20th level, a monk becomes a magical creature. Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. The creature is not knocked prone by this movement. Amulet of Mighty Fists. 19): The monk leaps through the air to strike a foe with a kick. It's currently still visible here but will be removed very soon because of Google's new trash deletion policy for Google Drive. typically have enough time to have someone cast Remove Disease before disease Within these pages, the designers of the Pathfinder Roleplaying Game unleash their wildest ideas, and nothing is safe. He must choose which style strike to apply before the attack roll is made. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. iron, but Ki Pool will handle things at higher levels so long as you have a These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Capable of pummeling foes with both fist and weapon, monks are among the more versatile combatants on the battlefield. Knockback Kick: The monk attempts to knock his foe back with a powerful kick. The damage for Small or Large monks is listed below. Timeless Body (Ex): Stay young and pretty low levels, you may need to carry weapons to handle DR silver and DR cold He can spend 1 ki point to double this bonus for that attack. If the attack hits, the foe must succeed at a saving throw (using the poison's original DC) or suffer the poison's effects, even if it was not originally a contact poison. 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. 23): Add +1 to the monk's base speed. Also note that many colored items are also links to the Paizo SRD. The +4 bonus from Mage Armor is enough to make up most of the AC gap between a Monk and typical front-line character like a Fighter. Furious Defense (Ex): By spending 1 point from his ki pool as an immediate action, a monk with this ki power can grant himself a +4 dodge bonus to AC until the end of his next turn. If he does, he spends 2 ki points from the next day's total. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most. The monk must attack with a fist to use this style strike. these boosts can make or break your monk. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. The damage listed is for Medium monks. Dexterity bonus to AC (if any). combat characters. offset the monks lack of armor. Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. Once a ki power is selected, it cannot be changed. When he uses this ability, he takes no damage from the fall (as if using feather fall), but he must be adjacent to a wall for the length of the fall (although this can be used to reduce the damage from a fall if only part of it is adjacent to a wall). This increases the monk's base land speed by 30 feet for 1 minute. The damage dealt by a monks unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. disarm, sunder, and trip combat maneuvers for unarmed attacks. Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. By spending 1 point from his ki 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. Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Head-Butt: The monk slams his head into his enemy's head, leaving his foe reeling. If the check is successful, the target is staggered for 1 round. Using this ability is a move action that consumes 3 points from the monk's ki pool. 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Will Pathfinder Roleplaying game Pathfinder Unchained, Latest Pathfinder products in the Open Gaming Store pathfinder unchained monk guide refuse to..