It's back, my Monk rewrite (original post:
http://www.minmaxboards.com/index.php?topic=11238.0 ). Nevermind that the last post was ~3 years ago. Power has been toned down somewhat, and an attempt at streamlining was made. Again, I'm trying to place the Monk in the tier 2-3 range in terms of power and versatility.
Legends tell tales of three martial arts masters, who, through deep meditation and devotion to the arts, learned the secrets of immortality. As word of their accomplishment spread, the political leaders of the surrounding realms dispatched envoys to bring these three to their courts so they could learn the Undying Secret. But the Three quickly realized that all who came in search of their discovery wanted it merely for personal gain. Every messenger was turned away, every potential pupil rejected, and every scholar seeking wisdom was denied. This rejection angered many of the political leaders, and one in particular, a powerful warlord, send his armies to forcibly capture the Three. Months passed, and the army could not be found. Finally, a small band of soldiers, all that was left of the army, returned, and reported that when the army approached and cornered the Three, they disappeared in a flash of light that felled a majority of their forces. The Three Immortals have not been seen since then, but some say that just before their disappearance, they found one worthy pupil…
Adventures: Adventures: A Monk of the Three Immortals sees adventuring as a path towards enlightenment, in hopes to one day join the founders of the style that they have dedicated themselves to as an equal.
Characteristics: A Monk of the Three Immortals is characterized both by his unarmed and unarmored fighting style and by his use of the Arts, which channel the innate energy of the universe to perform incredible tasks. Monks are also known for being incredibly resilient, able to shrug off blows and magical spells that would fell lesser beings – if you can hit them, that is.
Alignment: A Monk’s concerns go beyond the concepts of law and morality, so though they tend towards neutrality, a Monk of the Three Immortals may choose any alignment.
Religion: The Three Immortals themselves form a sort of religious icon for the Monks. However, since every path to enlightenment is unique, some Monks follow other deities that more specifically align with their morality.
Background: Nearly all Monks grow up in a monastery from a very early age. In most regions with a Three Immortals sect, the monastery is known as an orphanage and safe place for those with nowhere else to go. The monastery also serves as a repository of knowledge. Those who come to the monastery later in life are usually not suited for the physical aspect of being a fully-fledged Monk, so instead they are taught the art of reading and writing, and spend most of their days copying books or scrolls. By the time they come of age, most Monks have dedicated themselves to one of three paths, following one of the Three Immortals. Those who follow Gang Wu value strength and physical training, resulting in Monks who are “rough around the edges”. Followers of Min Li study tactics and acrobatics, and tend to be elusive and calculating. Finally, those who follow Zhi Ning seek enlightenment from meditation, valuing self-awareness above all else.
*Note: A Monk’s path has no impact on game mechanics
Races: The majority of Monks are Human, however, due to the monastery’s reputation as an orphanage, Monks of all races have been seen.
Other Classes: Due to their constant, unrelenting quest for enlightenment, Monks often come off as aloof and single-minded to other classes. However, some Monks have adopted the attitude that enlightenment does not lie within one’s self, but in the interactions between themselves and their friends and family, and these Monks have no problem fitting in to new groups.
Role: A Monk’s main purpose is to hit fast and hit hard. They typically use their speed and agility to avoid prolonged combat. Due to the variety of Arts they can learn, Monks can serve a fairly utilitarian purpose, “filling in the gaps” of a party. Depending on the path they choose, Monks can play a secondary role as a front liner, taking hits for those who can’t, or a tactician, controlling the battlefield to make things easier for their allies, or even a ranged striker, hitting foes from afar with his Ki Techniques.
Abilities: Wisdom powers most of the Monk’s class abilities. Strength allows the Monk to hit harder, and Constitution allows them to stay in the fight longer. Some Monks, however, choose to focus on Dexterity, achieving a frustratingly high level of elusiveness for their foes, and deadly accurate, finessed attacks.
Alignment: Any, though the majority are neutral along at least one axis
Level Base Fort Ref Will Special
Attack Save Save Save
Bonus
________________________________________________________________________________________________________
1 +1 +2 +2 +2 Monastic Training
2 +2 +3 +3 +3 Evasion, Uncanny Dodge
3 +3 +3 +3 +3 Adaptive Style
4 +4 +4 +4 +4 Ki Strike
5 +5 +4 +4 +4 Improved Uncanny Dodge
6 +6 +5 +5 +5 Indomitalbe Spirit
7 +7 +5 +5 +5 Mettle
8 +8 +6 +6 +6 Diamond Body
9 +9 +6 +6 +6 Improved Evasion
10 +10 +7 +7 +7 Improved Ki Strike
11 +11 +7 +7 +7 Greater Flurry
12 +12 +8 +8 +8 Stir in the Void
13 +13 +8 +8 +8 Quickness of Action
14 +14 +9 +9 +9 Diamond Soul
15 +15 +9 +9 +9 Greater Ki Strike
16 +16 +10 +10 +10 Wholeness of Body
17 +17 +10 +10 +10 Timeless Body
18 +18 +11 +11 +11 Sudden Fist
19 +19 +11 +11 +11 Perfect Self
20 +20 +12 +12 +12 Verge of Enlightenment
Hit Die: d10
Table for Class Features
Level Flurry Fast AC Unarmed Ki Ki Arts Maximum
of Movement Bonus Strike Level Pool Practiced Active
Blows Stances
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1 -2 +10 ft. +0 1d6 1 1 6 2
2 -2 +10 ft +1 1d6 1 2 7 2
3 -2 +10 ft. +1 1d6 1 3 8 2
4 -2 +20 ft. +1 1d8 2 4 9 2
5 -1 +20 ft. +1 1d8 2 5 10 2
6 -1 +20 ft. +2 1d8 2 6 11 2
7 -1 +30 ft. +2 1d8 3 7 12 2
8 -1 +30 ft. +2 1d10 3 8 13 2
9 +0 +30 ft. +2 1d10 3 9 14 2
10 +0 +40 ft. +3 1d10 4 10 15 3
11 +0/0 +40 ft. +3 1d10 4 11 16 3
12 +0/0 +40 ft. +3 2d6 4 12 17 3
13 +1/0 +50 ft. +3 2d6 5 13 18 3
14 +1/0 +50 ft. +4 2d6 5 14 19 3
15 +1/0 +50 ft. +4 2d6 5 15 20 3
16 +1/0 +60 ft. +4 2d8 6 16 21 3
17 +2/+1 +60 ft. +4 2d8 6 17 22 3
18 +2/+1 +60 ft. +5 2d8 6 18 23 3
19 +2/+1 +70 ft. +5 2d8 7 19 24 3
20 +2/+1 +70 ft. +5 2d10 7 20 25 4
Class Skills (6 + Int modifier per level, x4 at 1st level): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge: Arcane, Knowledge: History, Knowledge: Nature, Knowledge: Psionics, Knowledge: Religion, Listen, Martial Lore, Move Silently, Profession, Sense Motive, Spot, Survival, Swim, Tumble, Use Rope
Weapon and Armor Proficiency: Monk’s have proficiency with no armor or shields. They are proficient with the Sickle, Quarterstaff, Spear, Sling, Kukri, Scimitar, Longbow, Shortbow, Kama, Nunchaku, Sai, Siangham, and Spiked Chain.
Starting Gold: 5d4 GP
Class Features Totally Unencumbered: Many class features of the Monk refer to a state known as being “totally unencumbered”. In order to achieve this state, the Monk must be unarmored and carrying less than 50%+5%*(Monk level), maximum 100% at 10th level, of his normal maximum light load.
Monastic Training: All Monks receive basic training that grants them a variety of abilities:
- Unarmed Strike (Ex) - At 1st level, the Monk gains a single special unarmed strike with which he is proficient. This special unarmed strike has damage according to Monk level, (20, x2) critical threat range, applies full strength modifier to damage rolls, and deals bludgeoning damage. Unarmed strikes are light weapons (although you may power attack with them), and they are considered natural and manufactured weapons for spell targeting. The Monk must be totally unencumbered to use this special unarmed strike. Because of this training, the Monk may be considered to have the Improved Unarmed Strike feat for the purposes of prerequisites.
- Prayer Beads (Su) – By praying uninterrupted for a number of days equal to the armor or weapon’s enhancement bonus, a Monk may absorb that item’s enhancement bonuses into his prayer beads. Once absorbed, the item loses all magical properties and becomes mundane. Alternately, an item crafter may directly imbue the prayer beads with an enhancement bonus or enchantment. The prayer beads confer their stored effect onto the monk’s unarmed strike and/or AC. The prayer beads can only hold two enhancements at a time, one for weapons and one for armor. Prayer beads can only hold enhancements that may be used with a bludgeoning weapon or light armor. Prayer beads may not absorb enhancements from intelligent items. These bonuses do not stack with bonuses from other items.
- Ki Pool – A Monk has a pool of ki points based on his level, plus bonus ki points equal to his wisdom modifier. Ki points are replenished after a night’s sleep (8 hour extended rest).
- Meditation – A Monk may meditate to achieve a variety of beneficial effects. Meditating requires a concentration skill check of varying difficulty in order to be successful:
Meditation Effects:- By meditating for 1 minute, a Monk may recover a number of ki points equal to his concentration check divided by 10, rounded down, minimum 0.
- In combat, a Monk may take a swift action to make a concentration check, DC=15. If successful, the Monk may then make a standard action unarmed strike against 1 foe, after which the Monk regains 1 ki point.
- By meditating for 10 minutes, a Monk may change any number of practiced Arts. This ability is usable a number of times per day equal to the Monk’s ki level. DC=10+2 per Art changed
- A Monk may change 1 Art practiced as a standard action, DC=20+ki level of new Art
- A Monk may change 1 Art practiced as a swift action, DC=30+ki level of new Art
- A Monk may enter or change 2 or more stances at once as a swift action at the beginning of the round, DC=10*(number of stances entered or changed)
- Arts – During his training, a Monk learns a variety of Arts. Arts can be separated into two categories: Techniques, which are active one time use abilities, and Stances, which confer passive bonuses to the Monk. Arts may only be used while the Monk is totally unencumbered, and bonuses granted by Arts do not stack unless otherwise stated. Certain techniques (those marked with †) may only be used unarmed. A Monk may only learn Arts of equal or lower level than his current ki level. A Monk may only use Arts he has recently practiced. It takes a number of hours equal to the Arts’ level to practice. Once practiced, Arts may be used as often as desired, unless otherwise stated, so long as the Monk has sufficient ki points. If a Monk wishes to practice a new Art beyond his maximum, he must drop one of his choice before learning the new one. Monks who see another Monk performing a technique or in a stance may attempt a Martial Lore check with DC=10+2x(ki level of the technique or stance being used) to recognize it. If the technique or stance is of a higher level than your current maximum ki level, add 2 to the DC per level beyond your maximum. Non-Monks are considered to have maximum ki level of 0. The difficulty class for a saving throw against Monk’s Arts are DC=10+(½ Monk lv)+(wisdom modifier)
- Stances – Entering or switching stances requires a swift action at the beginning of the Monk’s turn. A Monk may enter or change one stance with little difficulty (no check required), however entering or changing 2 or more stances requires a concentration check, DC=10*(number of stances entered or changed). Monks may maintain 2 stances at once at 1st level, +1 additional stance per 10 Monk levels. Continuing stance effects end if you exit the stance.
- Mastery – Certain techniques and stances come with Mastery abilities that can improve or alter their effects. Using a Mastery ability adds the listed cost to the total cost of the technique. Mastery abilities marked with an asterisk (*) can be used multiple times. Their effects and costs multiply based on the number of times used. A Monk may only use a number of Mastery abilities per round equal to his ki level. There is no additional action associated with using a Mastery ability.
- Flurry of Blows (Ex) – While totally unencumbered and using unarmed strike, the Monk may use Flurry of Blows to add an extra attack while taking a full round action to attack. Doing so adds an extra attack at the Monk’s highest base attack bonus, but gives a penalty to all attacks based on level as shown in the table. This ability does not stack with other effects that grant extra attacks.
- AC Bonus (Ex) – While the Monk is totally unencumbered, he adds his wisdom modifier as an untyped bonus to his armor class, plus an additional bonus that scales with level, +1 at 2nd level and +1 every three levels thereafter. These bonuses apply to the Monk’s touch AC and flat-footed AC, but he loses them when helpless or immobilized. This ability does not stack with similar abilities that grant wisdom modifier to AC, like that of the Swordsage or Ninja.
Evasion (Ex) – As the PHB Monk ability with the same name, must be totally unencumbered.
Uncanny Dodge (Ex) – As the PHB Barbarian ability with the same name, must be totally unencumbered.
Adaptive Style (Ex) – At 3rd level, a Monk may choose one of the following as a bonus feat, even if he does not meet the prerequisites. For each feat listed, there is an additional benefit that the Monk gets only when using that feat. The Monk may change the feat he has selected as a swift action a number of times per day equal to his ki level with a DC=15 concentration check. Because these feats are changeable, they do not count as prerequisites for other feats, prestige classes, etc. If at any time the Monk possesses all of the following feats, he instead gains a bonus feat. This bonus feat may not be changed through a concentration check, and the Monk must meet the prerequisites.
Adaptive Style Feats:- Improved Disarm. The Monk does not suffer the normal -4 penalty for attempting to disarm using unarmed strike.
- Improved Trip. The Monk may substitute his dexterity modifier for his strength modifier when making trip attempts.
- Improved Grapple. The Monk retains his dexterity modifier to AC while grappling.
Ki Strike (Ex) – At 4th level, a Monk’s unarmed strike is considered magic for the purposes of overcoming damage reduction. Furthermore, your critical threat range improves to (19-20, x2).
Improved Uncanny Dodge (Ex) – As the PHB Barbarian ability with the same name, must be totally unencumbered.
Indomitable Spirit (Ex) – Beginning at 6th level, the Monk rolls twice and takes the better result on all saves vs. death effects.
Mettle (Ex) – At 7th level, the Monk can resist unusual effects and magic with great willpower and fortitude. If he successfully makes a Will or Fortitude save against an attack that would have a lesser effect on a successful save, he instead completely negates the effect. Must be totally unencumbered.
Diamond Body (Ex) – An 8th level Monk gains immunity to diseases and poisons of all kinds
Improved Evasion (Ex) – As the PHB Monk ability with the same name, must be totally unencumbered.
Improved Ki Strike (Ex) – At 10th level, the Monk’s unarmed strike is considered lawful or chaotic, whichever matches his alignment, and good or evil, whichever matches his alignment. If the Monk is neutral, he may choose, but once chosen it cannot be changed unless the Monk changes alignment. Furthermore, a 10th level Monk’s unarmed strikes have the ghost touch quality. Your critical threat range improves to (18-20, x2).
Stir in the Void (Ex) – A 12th level Monk adds his wisdom modifier to initiative rolls
Quickness of Action (Ex) – At 13th level, a Monk may use an additional swift action in a round a number of times per day equal to his ki level.
Diamond Soul (Ex) – At 14th level, 1/day a Monk may retry a failed saving throw at the same DC using his concentration skill check rather than the original saving throw. The Monk must accept the results of the second roll. Furthermore, a 14th level Monk gains Skill Mastery (may take 10, even under adverse conditions) when using the concentration skill.
Greater Ki Strike (Ex) – At 15th level, the Monk may emulate one material with his unarmed strike for the purposes of overcoming damage reduction. The Monk may change the material he is emulating a number of times per day equal to his wisdom modifier, and doing so takes a swift action. Furthermore, your critical multiplier improves to (18-20, x3).
Wholeness of Body (Ex) – At 16th level, a Monk of the Three Immortals gains fast healing equal to his wisdom modifier/4, minimum 1.
Timeless Body (Ex) – As the Monk ability with the same name, except that any existing age penalties are removed upon reaching this level. The Monk may still benefit from the bonuses of old age.
Sudden Fist (Ex) – At 18th level, so long as he is totally unencumbered and using unarmed strike, a Monk gains the ability to use his Flurry of Blows class feature in conjunction with a single standard action attack once per round. This ability does not stack with other effects that grant extra attacks.
Perfect Self – As the Monk ability of the same name, but without the damage reduction.
Verge of Enlightenment (Ex) – At 20th level, a Monk may use techniques without paying their ki point cost for a number of rounds per day equal to ½ times Wisdom modifier. Furthermore, a Monk of the Three Immortals who reaches this level will never die of old age.
DM's Sidebar: Adjusting Power LevelThis class was designed to match the warblade or sorcerer in terms of power, but I realize that some groups prefer to play at lower or higher power levels. Here are some suggestions for lowering/raising power level:
Ki Points: For a low powered Monk, I suggest lowering the amount of ki points they recieve, possibly as low as half. Just keep in mind that this may lead to Monks only being able to use techniques once or twice per fight.
Arts Practiced: Adjusting the number of Arts they may currently have practiced is another way of controlling power, although in my opinion, not as good as limiting ki points. By lowering the number of Arts practiced, you limit versatility rather than power, which may lead to most Monks looking similar.
Stances: Perhaps the most powerful option here, granting or taking away an active stance can vastly affect the power of a Monk. If you choose this option, I suggest limiting it to adding/removing only one stance.
Maintaining Stances: Many players playing Monks will want to run around in stances all day, even sleep in their stances. As the DM, you have the option to not allow this, limiting stances to combat situations, or special out of combat situations for the utility stances.
Meditation: Meditation is a powerful tool for Monks that can vastly increase their power and versatility. The DC's presented here for some of the more powerful meditation effects are meant to be prohibitively high for lower level characters. D&D 3.5, however, is notorious for skill check cheese, so if an overoptimized character is abusing meditation (like regularly hitting checks of DC 40 at 3rd level), feel free to impose level restrictions on the meditation abilities. You can also ban use of meditation, however I wouldn't suggest taking it away entirely, especially not the ki point recovery ones. Below are some level restriction suggestions:
- Ki Level 1: By meditating for 1 minute, a Monk may recover a number of ki points equal to his concentration check divided by 10, rounded down, minimum 0.
- Ki Level 1: By meditating for 10 minutes, a Monk may change any number of practiced Arts. This ability is usable a number of times per day equal to the Monk’s ki level. DC=10+2 per Art changed
- Ki Level 2: A Monk may change 1 Art practiced as a standard action, DC=20+ki level of new Art
- Ki Level 3: In combat, a Monk may take a swift action to make a concentration check, DC=15. If successful, the Monk may then make a standard action unarmed strike against 1 foe, after which the Monk regains 1 ki point.
- Ki Level 4: A Monk may change 1 Art practiced as a swift action, DC=30+ki level of new Art
- Ki Level 4: A Monk may enter or change 2 or more stances at once as a swift action at the beginning of the round, DC=10*(number of stances entered or changed)
Learning: DM’s may choose to require the Monk to learn techniques and stances from a master in order to use them. A good base time for training is (1 day)x(ki level of technique or stance being learned). The DM may also decide that training location can have an effect on the time it takes to learn a technique or stance:
- Must be large and sturdy enough for vigorous physical activity
- Open isolated natural terrain, or inside of a monastery is ideal
- DM may increase or decrease training time based on training location and factors such as distractions, physical condition, etc…
Arts List, ShortLevel 1 Techniques, Short List:
Ki Shock (G) – Deals damage to one creature at range
Double Strike (G) – Attack two foes, and leave them staggered
Touch of Life (Z) – Stabilizes a dying creature
Monastic Chant (M) – Sends a short message to people you know
Charity (Z) – Creates a copper piece that you must give away
Sense Life (Z) – Determines the location of living creatures
Push Hand (M) – Exert force on objects or creatures at a distance
Ki Wave (G) – Deal damage and knock prone all targets in range
Shoulder Throw (G) – Deal damage and move the target
Hobble (M) – Deal damage and reduce target’s the movement speed
Taunt (M) – Enemies must make save or suffer penalties to attack all but you
Monkey Paw (Z) – Deals damage and disarm one creature
Fluid Tumble (M) – Move 10 ft. with a 5 ft. step
Strike of Certainty (G) – Deal x3 Strength instead of damage dice
Hostile Intent (Z) – Damage to surrounding foes, additional damage if they attempt to move away
Level 1 Stances, Short List:
Leaping Strike (M) – Allows you to move before and after an attack
Focus (Z) – Bonus to attack rolls
Inner Light (Z) – Fists glow like daylight
Great Strike (G) – Bonus to damage rolls
Watchful Eye (M) – Gain the Trapfinding feature
Agility (G) – Bonus to Balance, Climb, Jump, Tumble, and Swim
Burst of Speed (G) – Bonus to base land speed
Perception (Z) – Bonus to Listen, Search, Sense Motive, and Spot
Stealth (M) – Bonus to Hide and Move Silently
Deflection (Z) – Bonus to AC
Python Grip (G) – Enemies can’t 5 ft. step away
Ensnaring Step (M) – You may flank enemies by yourself
Unsettling Strikes (M) – Bonus to AC vs. enemies whom you have hit
Pinpoint Attacks (Z) – Attacks target Reflex instead of AC
Spin Up (G) – Stand from prone as a free actions
Level 2 Techniques, Short List:
Lotus Charge (G) – Charge and make a full attack
Hypnosis (Z) – Put enemies to sleep
Mystic Link (Z) – Allows you to read the target’s thoughts
Nervous Shock (M) – Deafens, blinds, and immobilizes the target
Flying Kick (G) – Deals damage and bonus to charge or bull rush
Stunning fist (G) – Stuns the target
Whirling Sweep (G) – Trip attempt against all adjacent enemies
Lethal Infusion (Z) – Enemies struck explode after they die
Falling Leaves (M) – Move up to your base land speed as a swift action
Crashing Tide (M) – Make an attack as a swift action
Vital Strike (M) – Deals damage and damages target’s constitution
Read Aura (Z) – Determine a creature’s strength relative to your own
Allied Synergy (Z) – Allies may attack creatures you have damaged
Joint Lock (G) – Prevents creatures from taking special combat actions
Strike from the Heavens (M) – Jump and deal damage based on result
Level 2 Stances, Short List:
Mystic Sight (Z) – Allows you to see and analyze magical auras
Resilience (G) – Allows you to delay damage and gives bonuses for delayed damage
Swift Grappling (G) – Bonus to grapple checks
Mystic Defenses (Z) – Bonus to saves
Keen Sight (M) – Gain low-light vision
Elemental Strike (M) – Unarmed strike deals extra elemental damage
Many Faces (M) – Bonus to Bluff and Disguise
Elemental Shield (Z) – Energy resistance against one energy type
Blood on the Wind (G) – Gain the scent feature
Inspiring Yell (G) – allies within X ft. get +dmg
Occluded Mind (M) – Gain resistance to mind-affecting effects
Versatile Strike (Z) – Unarmed strike deals bludgeoning, slashing or piercing damage
Fading Sway (M) – Make Hide and Move Silently checks while moving
Wasp’s Stance (Z) – Deal your Wis mod in damage 1/round
Straw Target (G) – Bonus AC vs ranged attacks
Level 3 Techniques, Short List:
Ki Bolt (Z) – Deal damage to all enemies in a line
Disruption (G) – Dispel magic on a creature or area
Disintegration (G) – If affected target dies its body disintegrates and cannot be revived
Iron Soul (M) – Temporarily duplicate an item’s enhancement bonus
Chakra Alignment (Z) – Restores ki points at the cost of hit points
Wholeness (M) – Restores hit points
Purity (M) – Removes disease, poison, and ability damage
Shadow Body (G) – Create clones of yourself
Pacifism (Z) – Prevent enemies from taking hostile action
Kiai Shout (G) – Intimidate opponents
Seize the Moment (M) – Gain a bonus to initiative
Crippling Strike (Z) – Enemies struck deal less damage
Ram’s Horns (G) – Move and attack multiple times
Immolation (Z) – Target takes ongoing damage, more as time goes on
Lesson in Humility (M) – Knock a foe prone, take additional damage if they attempt to get up
Level 3 Stances, Short List:
Wind Walk (Z) – Allows you to move vertically as part of your move action
Peaceful Meditation (Z) – Creates a barrier that blocks sound
Fluency (M) – Understand any spoken language
Elusive Step (G) – Grants a bonus to AC versus attacks of opportunity
Concussion Strike (Z) – Make unarmed attacks at a distance
Clairvoyance (Z) – Grants a bonus to initiative
Precision (G) – Increases your critical threat range
Mystic Survival (M) – Grants a variety of survival-related abilities
Brutal Attack (G) – Deal extra damage at the cost of damage to yourself
Quickened Step (M) – Deal damage when you move a certain distance
Inevitable Hit (G) – Roll twice and take better on damage rolls
Feather Step (M) – Allows movement on liquid surfaces
Demon’s Passage (Z) – You may make an extra attack of opportunity
Halting Step (M) – Attacks of opportunity stop enemy movement
Fatal Circle (G) – Receive bonus damage each time you fell an enemy
Level 4 Techniques, Short List:
Balance Break (M) – Deals damage and makes target flat-footed
Split Spirit (M) – Creates a clone that fights for you
Abundant Step (M) – Teleport as your move action
Mystic Revival (Z) – Restore life to the recently deceased
Wandering Spirit (Z) – Allows you to move between the planes
Oxen Horns (G) – Move and attack all who come in range
Ground Stomp (G) – Deal damage in area, all area is difficult terrain for all but you
Narrow Escape (G) – Free action to go to 1 hp instead of negative
Animal Visage (Z) – Shroud yourself with the image of an animal
Tear in the Void (M) – Strike a creature and forcefully teleport them
Vacuum Sweep (G) – Pull in enemies and make trip attempts
Chakra Disruption (Z) – Make three debuffing attacks, each targeting a different save
Level 4 Stances, Short List:
Theft of Essence (Z) – Heals damage whenever you successfully land an attack
Retribution (M) – Damages enemies who hit you with melee attacks
Piercing Fist (M) – Unarmed attacks overcome damage reduction
Iron Body (G) – Grants damage reduction
Ki Fury (G) – Bonus to strength, constitution, and will saves, penalty to AC
One with Nature (Z) – Speak with plants and animals
Arresting Interrupt (G) – Counter and possibly stop melee attacks
Inspiring Bravery (M) – Grants immunity to fear
Subtle Mask (Z) – Creatures not currently in combat with you don’t notice you
Scraping Blow (G) – Deal ½ damage on a miss 1/round
Trail of Shadows (M) – Leave behind images that damage and blind enemies
Maddening Fist (Z) – Struck enemies suffer from temporary confusion
Level 5 Techniques, Short List:
Mystic Surge (Z) – Deal damage to specific creatures at great distances
Black of Night (M) – Creates a zone of darkness, enemies in sphere are shaken
Ki Lock (Z) – Seals off targets spell slots
Banishment (M) – Removes summoned creatures from the area
Changing Tides (M) – Change the weather in a wide area
Omnidirectional Strike (G) – Attack all foes within a certain distance
Fly Trap (G) – Creates a sphere that traps enemies inside
Tainted Blow (G) – Your attacks deal vile damage
Denying Hand (Z) – Creates an unpassable wall
Centering (Z) – Forgo a round to act twice next turn
Paper Forest (G) – Make a sunder attempt that ignores hardness
Contagion (M) – Status effects that affect one enemy also affect another
Level 5 Stances, Short List:
Empty Body (Z) – Grants a miss chance
Unmovable Mountain (G) – Bonus to defense against bull rush, overrun, and grapple
Shadow Walk (M) – Grants concealment
Elastic Form (M) – Count as one size larger for various combat maneuvers
Invincible Dragon (G) – Grants temporary hit points
Bend Time (Z) – Allows you, allies, or forces enemies to make rerolls
Blood Sight (G) – Grants bonuses on attack and damage vs foes with <50% hp
Eye of the Hurricane (M) – Treat 1d20 per turn as 11
Ki Cycle (Z) – Gain ki points every round an enemy takes hostile action towards you
Binding Grip (G) – Grapple two enemies with no penalty
Transposition (M) – Switch places with nearby ally
Suppression (Z) – Hide from Detect spells and magical alarms
Level 6 Techniques, Short List:
Quivering Palm (M) – Instantly kill one foe
Mental Haze (M) – Target must save or be unable to use magic
Stolen Years (Z) – Bestows negative levels
Redirection (M) – Change target of a spell aimed at you
Versatility (G) – Benefit for an extra stance
Dark Infection (G) – Enemies hit look for quickest way to kill self
Mind Break (G) – Enemies hit suffer insanity
Ki Stigma (Z) – Causes one enemy to be attacked by his allies
Soul Link (Z) – Link two creatures, allows them to share damage or spells
Stasis (M) – Suspended creatures can’t act and can’t be targeted by attacks or spells
Gravity Wave (Z) – Damage surrounding creatures and levitate them off of the ground
Vital Corruption (G) – Reduce a creature to ½ its current hit point total
Level 6 Stances, Short List:
No Sight (M) – Grants blindsense
Ki Burn (G) – Enemies hit by unarmed attacks continue to take damage
No Mind (M) – Grants spell resistance
Viper Stance (G) – Make an attack against any enemy who enters your threat range
No Body (G) – Grants energy resistance
Unmatchable Speed (M) – Allows you to teleport as your move action
No Spirit (Z) – Allows extra saving throws against ongoing effects
Illumination (Z) – Grants a bonus to Knowledge checks
Vital Suppression (Z) – Foes within a certain distance cannot full attack
Path of Thorns (M) – Enemies who move close to you take damage
Supreme Adaptation (G) – Gain temporary use of a feat
Unbreakable Threads of Fate (Z) – Function normally in an antimagic field
Level 7 Techniques, Short List:
Field of Shadows (G) – Enemies within a certain range must make a save or die
Universal Truth (M) – Gain temporary followers
Merge (M) – Combine bodies with a creature and control its actions
Soul Trap (Z) – Trap the soul of a newly dead creature in your prayer beads
Soul Fracture (G) – Affected enemies automatically fail saves
Private Sanctum (Z) – Transports you to your own private pocket dimension
Breath of Life (Z) – Resurrect a newly dead creature
Ki Detonation (G) – Release a massive explosion. Damage based on charge time
Being of Light (M) – Summon a creature made of ki energy
Level 7 Stances, Short List:
Flowing Water Step (Z) – Grants an extra swift action per round
Ki Supremacy (M) – Increases your effective ki level for Arts
True Harmony (G) – You die at your negative hit point total
Ki Mastery (Z) – Reduces ki point cost of Arts
Withering Palm (G) – Allows you to steal strength, dexterity, and constitution from foes
No Time (M) – Grants actions at the beginning of combat
Extending Grasp (Z) – Add to the range of techniques
Halt the Pendulum (M) – Increase the duration of techniques and stance masteries
Unseen Hand (G) – Gain the use of an extra unarmed strike
Level 8 (epic), Short List:
Enlightenment of the Three Immortals – Bends the fabric of reality to your will
Discord of the Heavens – Erase a creature from existence
Beyond the Gates of Paradise – Immunity from divine salient abilities