Monk

From Risenholm

Monks draw Power from the Primal energy within themselves, pushing their minds and bodies to the absolute limit in the midst of combat. They are lightly armored warriors who specialize in striking a rapid series of blows for a 'burst' playstyle and possess some unique defensive abilities. Monk archetypes take a flexible warrior and allows them to focus on enhancing their burst damage, their tanking ability, or gaining support abilities.

Maximizing Strength or Dexterity is recommended for attacking with weapons or your fists and using most Maneuvers like Knockdown. It also provides bonuses to your Fortitude or Reflex save.
A high Dexterity allows you to maximize Armor Class from being unarmored and improves your Reflex save.
Constitution increases your survivability in raw hit points and contributes to your Fortitude save.
Intelligence contributes to your maximum Maneuver pool and Reflex save.
Wisdom contributes to your Ki pool, certain Archetype features, and Will save.
Charisma contributes to your Will save, certain Archetype features and support Maneuvers such as "Commander Strike".


Vitals

Hit Points per level: 8
Proficiencies: Weapons (Simple, Monk)
Skill Points per level (*4 at 1st level): 6
Skills: All
Primary Saving Throw(s): All
Level Feature
1 Ki, Flurry of Blows, Improved Unarmed Strike, Maneuver: Stun, Simple Weapon Mastery
2 Deflect Missiles, Strategic Defense
3 Evasion, Wholeness of Body, Martial Arts
4 Archetype Feature I
5 Bonus Feat: Maneuver, Ki Strike I, Monk AC I
6 Still Mind
7 Archetype Feature II
8 Purity of Body
9 Improved Evasion
10 Archetype Feature III, Ki Strike II, Monk AC II

Monk Core Mechanics

Ki

A Monk has a Ki pool with a maximum capacity equal to 3 + Wisdom modifier. This is used by class features such as Flurry of Blows and Wholeness of Body. The Monk recovers 1 Ki upon slaying an Elite rated enemy or higher.

Flurry of Blows

The Monk may expend 1 Ki to become capable of using Maneuvers with only a 1 second cooldown for one round.

Improved Unarmed Strike

Armed opponents no longer get attacks of opportunity against the character when they make an unarmed attack without gauntlets. In addition, the character receives proficiency in Gauntlets, Great-Gauntlets, and Shield Gauntlets.

Maneuver: Stun

The Monk receives the Stun Maneuver for free.

Simple Weapon Mastery

The Monk receives the Simple Weapon Mastery feat for free.

Deflect Missiles

The character can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against DC 20. The character must have at least one hand free to use this feat.

Strategic Defense

The Monk receives the Strategic Defense feat for free.

Evasion

Whenever a reflex save is allowed for half damage, the character instead takes no damage if they succeed at the save.

Wholeness of Body

The Monk may expend 1 Ki to restore their health by an amount equal to twice their class level. This ability may be used once per round.

Martial Arts

Monks receive a passive bonus depending on the type of weapons they have equipped, as follows:

Style Bonus
Unarmed +1 Attack per Round
Great-Weapon +4 Damage
Dual Wielding +1 Attack per Round
Single Weapon +4 Damage
Implement +1 Attack per Round
Ranged (Non-Crossbow) +1 Attack per Round
Crossbow +4 Damage

Bonus Feat: Maneuver

The character receives a bonus feat that may be used to learn a Maneuver of their choice.

Ki Strike

The Monk's unarmed attack counts as a magic weapon against creatures with damage reduction (+1 at 5th level, +2 at 10th).

Monk AC

All Monks passively receive a +1 bonus to their Dodge AC at level 5. This improves to +2 at level 10.

Still Mind

The Monk gains a +2 competence bonus on all saving throws against mind-affecting spells.

Purity of Body

The Monk is immune to disease.

Improved Evasion

Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.

Monk Weapons

The Monk weapon proficiency includes the club, dagger, handaxe, shortsword, light crossbow, quarterstaff, shuriken, kama, and sling.

Archetypes

Way of Thunder

"Empty your mind. Now - strike."

Class Level Feature Details
4 Break Down When you strike with at least three offensive Maneuvers during your Flurry of Blows feature, you gain a bonus equal to your Monk level in damage to your attacks for one minute. Single weapon wielding and ranged weapons receive half this bonus (rounded up). Dual wielding confers an additional +2 damage.
7 Build Up When you strike with at least three offensive Maneuvers during Flurry of Blows, while under the effects of your Break Down bonus, you also gain two additional attacks for one minute. In addition, when you use Wholeness of Body you also recover a number of Maneuvers equal to your Wisdom modifier. Build Up cannot activate in the same use of Flurry of Blows as Break Down.
10 Nirvana You may activate Flurry of Blows again while it is active and you are under the effects of Build Up. For three rounds, each successful Maneuver you strike an opponent with also inflicts 1d6 sonic damage for each point of Wisdom modifier you possess. If the Maneuver used is Knockback, the Sonic damage also strikes all enemies within 2m of the target's starting position.

Way of Wave and River

"Be like water."

Class Level Feature Details
4 Flow You gain a +1 Dodge bonus to AC. You gain an additional +1 Dodge AC at level 10. You also gain 10% physical and elemental damage immunity.
7 Crash When you use your Wholeness of Body feature, you restore additional hit points equal to your Constitution modifier plus Wisdom modifier. You also gain temporary hitpoints equal to the amount restored for one minute. While you have these temporary hitpoints, any melee attacker receives 1 bludgeoning damage for each point of Constitution modifier if they hit, or 1 piercing damage for each point of Wisdom modifier if they miss.
10 Formless While your Flurry of Blows is active, any enemy who attacks you in melee is immediately struck by the Knockdown Maneuver if they miss, or the Stun Maneuver if they hit. These allow saving throws as usual, but have no associated Maneuvers cost to you.

Way of the Heavens

"Again."

Class Level Feature Details
4 Demonstrate When your Flurry of Blows ends, if you used at least three Maneuvers within that Flurry of Blows, any allies within 10m receive the benefits of your Martial Arts feature for one minute. The Will saving throws of these recipients is also increased by +1.
7 Encourage When you use your Wholeness of Body feature, any allies you have within 10m also receive some of its healing effects. A pool of extra healing is created equal to your Monk class level multiplied by the total of your Wisdom modifier plus Charisma modifier. The ally with the lowest hit points receives healing; should this healing restore them to full hit points, the next lowest hit point ally receives the remainder of the healing, and so on until the healing pool is expended. All allies within 10m also receive the benefits of your Monk AC for one minute.
10 Chastise When an ally under the effects of either your Demonstrate or Encourage features is struck by a critical hit, they receive a physical damage shield with a damage threshold equal to your Wisdom plus Charisma modifiers, and an absorption limit equal to your Wholeness of Body healing pool granted by Encourage. This effect has a duration in rounds equal to your Wisdom + Charisma modifiers, and overwrites any existing instances of itself. In addition, while under this damage reduction effect the target will receive temporary hitpoints equal to any healing received from Encourage. These temporary hitpoints also have a duration in rounds equal to your Wisdom + Charisma modifiers.