Table of Contents
- 1 Class Skills
- 1.1 Class Features
- 1.2 Armor and Shield Proficiency
- 1.3 AC Bonus (Ex)
- 1.4 Flurry of Blows (Ex)
- 1.5 Unarmed Strike
- 1.6 Bonus Feat
- 1.7 Stunning Fist (Ex)
- 1.8 Evasion (Ex)
- 1.9 Fast Movement (Ex)
- 1.10 Maneuver Training (Ex)
- 1.11 Still Mind (Ex)
- 1.12 Ki Pool (Su)
- 1.13 Slow Fall (Ex)
- 1.14 Craft Blade
- 1.15 High Jump (Ex)
- 1.16 Purity of Body (Ex)
- 1.17 Wholeness of Body (Su)
- 1.18 Improved Evasion (Ex)
- 1.19 Diamond Body (Su)
- 1.20 Abundant Step (Su)
- 1.21 Diamond Soul (Ex)
- 1.22 Quivering Palm (Su)
- 1.23 Timeless Body (Ex)
- 1.24 Tongue of the Sun and Moon (Ex)
- 1.25 Empty Body (Su)
- 1.26 Perfect Self
- 2 Obsidian Blade Ranks
The Monk is exactly as it is in Pathfinder. However, they are not “monks,” but more agents for a secret society called the Obsidian Blades. A very old society, it was originally founded as an assassination guild, but is now a huge network of contacts, insiders and spies. Its main goal is finding and selling information, or using it as blackmail. It sometimes is called to be a mediator between guilds or corporation disputes, as they have turned to a more diplomatic society rather than a full assassination guild.
Role: 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.
Alignment: Any lawful
Hit Die: d8
Starting Wealth: 6000c
The monk’s class skills are Acrobatics (Dex), Climb (Str), Computer Use (Int), Craft (Int), Diplomancy(Chr), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (Law) (Int),Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
|Level||BAB||Fort Save||Ref Save||Will Save||Special||Flurry of Blows Attack Bonus||Unarmed Dmg||AC Bonus||Fast Movement|
|1st||+0||+2||+2||+2||Bonus feat, flurry of blows, stunning fist, unarmed strike||–1/–1||1d6||+0||+0 ft.|
|2nd||+1||+3||+3||+3||Bonus feat, evasion||+0/+0||1d6||+0||+0 ft|
|3rd||+2||+3||+3||+3||Fast movement, maneuver training, still mind||+1/+1||1d6||+0||+10 ft.|
|4th||+3||+4||+4||+4||Ki pool (magic), slow fall 20 ft., Craft Blade||+2/+2||1d8||+1||+10 ft.|
|5th||+3||+4||+4||+4||High jump, purity of body||+3/+3||1d8||+1||+10 ft.|
|6th||+4||+5||+5||+5||Bonus feat, slow fall 30 ft.||+4/+4/–1||1d8||+1||+20 ft.|
|7th||+5||+5||+5||+5||Ki pool (cold iron/silver), wholeness of body||+5/+5/+0||1d8||+1||+20 ft.|
|8th||+6/+1||+6||+6||+6||Slow fall 40 ft.||+6/+6/+1/+1||1d10||+2||+20 ft.|
|9th||+6/+1||+6||+6||+6||Improved evasion||+7/+7/+2/+2||1d10||+2||+30 ft.|
|10th||+7/+2||+7||+7||+7||Bonus feat, Ki pool (lawful), slow fall 50 ft.||+8/+8/+3/+3||1d10||+2||+30 ft.|
|11th||+8/+3||+7||+7||+7||Diamond body||+9/+9/+4/+4/–1||1d10||+2||+30 ft.|
|12th||+9/+4||+8||+8||+8||Abundant step, slow fall 60 ft.||+10/+10/+5/+5/+0||2d6||+3||+40 ft.|
|13th||+9/+4||+8||+8||+8||Diamond soul||+11/+11/+6/+6/+1||2d6||+3||+40 ft.|
|14th||+10/+5||+9||+9||+9||Bonus feat, slow fall 70 ft.||+12/+12/+7/+7/+2||2d6||+3||+40 ft.|
|15th||+11/+6/+1||+9||+9||+9||Quivering palm||+13/+13/+8/+8/+3/+3||2d6||+3||+50 ft.|
|16th||+12/+7/+2||+10||+10||+10||Ki pool (adamantine), slow fall 80 ft.||+14/+14/+9/+9/+4/+4/–1||2d8||+4||+50 ft.|
|17th||+12/+7/+2||+10||+10||+10||Timeless body, tongue of the sun and moon||+15/+15/+10/+10/+5/+5/+0||2d8||+4||+50 ft.|
|18th||+13/+8/+3||+11||+11||+11||Bonus feat, slow fall 90 ft.||+16/+16/+11/+11/+6/+6/+1||2d8||+4||+60 ft.|
|19th||+14/+9+/4||+11||+11||+11||Empty body||+17/+17/+12/+12/+7/+7/+2||2d8||+4||+60 ft.|
|20th||+15/+10/+5||+12||+12||+12||Perfect self, slow fall any distance||+18/+18/+13/+13/+8/+8/+3||2d10||+5||+60 ft.|
All of the following are class features of the monk.
Monks are proficient with Dagger (including their obsidian blade given at level 4 or any other knife or dagger), Baton/Nightstick/Club, Alak, Alhulak, Quarterstaff, Chatkcha, Blowgun (special). These are considered “Monk” weapons and do the Monk’s unarmed damage while wielding these weapons.
Blowgun (special): Though the darts themselves still do no damage, but are just a delivery method for poison/toxins, the Obsidian Blade may use the Blowgun as they would a Baton in melee combat. So again, they do NOT do the Monk’s unarmed damage with the darts (or as a ranged attack). Instead, they can use the blowgun as a melee weapon with the equivalent stats of a Baton or Club without risk or breaking or damaging the blowgun.
They are still proficient in all simple weapons, as normal, but are also proficient in Pistols as well. They may NOT use a pistol to do Monk damage or as part of a Flurry of Blows. They can use a pistol and punch with their off hand, provided they have taken Two-Weapon Fighting. When they do, the pistol does normal damage and their fist/punch/unarmed strike does Monk damage appropriate to their level.
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. This includes all cybernetic armor except for Skinweave. Since it is their “skin”, Skinweave is the only armor that Monks can wear.
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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.
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk’s base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
|Level||Damage (Small monk)||Damage (Large monk)|
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
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.
At 10th level, the following feats are added to the list:
Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.
A monk need not have any of the prerequisites normally required for these feats to select them.
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning 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.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
At 4th level, a monk gains a pool of ki 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 strike.
At 4th level, ki 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, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
At level 4, the Monk crafts their signature blade. It is the mark of their initiation into the Order and a weapon that they will never be without. It is considered a “monk weapon” for the purposes of damage and thus does the Monk’s unarmed damage appropriate for their level. Additionally, they can spend 2 points from their Ki Pool to gain the following effects:
Flaming/Frost/Shocking (only one at a time)
These effects last one round per Monk level. Once expired, the Monk must spend 2 more points to re-activate the special ability. Additionally, the dagger has magic bonus equal to their AC bonus for their level. For example, at level 4, the dagger is a +1 magic weapon normally and can have the above effects applied to it for 2 Ki points. At level 12, it is a +3 magic weapon normally that can have the above effects applied to it for 2 Ki points.
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
At 11th level, a monk gains immunity to poisons of all kinds.
At 12th 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. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
At 13th level, 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.
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
A monk of 17th level or higher can speak with any living creature.
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, 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. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
These are the ranks for the Obsidian Blades:
You must be sponsored by a Master for at least one year, serving as his student. This usually counts as 1st through 3rd levels. Once you are level 4, you move to the next rank
This is the most common rank for the “soldiers” of the Obsidian Blades. If any sort of assassination or just physical confrontation is required for a situation, it is the Blades Errant who fill this capacity. You also receive your Blade, which is a sleek, black knife. However, it has all the properties of a dagger. It is mastercraft quality and thus provides a +1 bonus.
You must take at least one student on for one year and be level 8 or higher. Once done, you are considered a Master and you can form your own Conclave, which will act just as any other Obsidian Blade Conclave and will be recognized as such.
This rank is the Diplomatic Rank of the society. They are the mediators and negotiators for the Society. It is at this point that the Obsidian Blade now takes a vow of pacifism, but they still keep their Blade. You do have to be a Master before you are considred for this position.
This rank is the Administrative rank of the Society. There is a council of Legendary Blades that meets once per year to discuss the Society’s policies and stances on varying issues, oh yeah, and share secrets too.