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! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! rowspan="2" | [[#Maneuver Focus|Maneuver Focus]] <br/> Attack Bonus
! rowspan="2" | Unarmed<br/>Damage<sup>1</sup>
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]
! rowspan="2" | [[#Fast MovementUnbound|Unarmored<br/>Speed Bonus]]! rowspan="2" | [[#Maneuvers and Stances| Maneuvers Known]]! rowspan="2" | [[#Maneuvers and Stances| Maneuvers Readied]]! rowspan="2" | [[#Maneuvers and Stances| Stances Known]]
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|-
|1st|| class="left" | +0 || +2 || +2 || +2
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Favored Weapon|Favored Weapon]], [[#Maneuver Focus|Maneuver Focus]], [[#Unarmed Strike|Unarmed Strike]]|| class="left" | +1||1d6||+2||+0 ft. -||6||4||1
|-
|2nd|| class="left" | +1 || +3 || +3 || +3
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]|| class="left" | +2||1d6||+2||+0 ft. -||7||4||2
|-
|3rd|| class="left" | +2 || +3 || +3 || +3
| class="left" | [[#Unbound|Unbound]] (Speed), [[#Uncanny Dodge|Uncanny Dodge]]|| class="left" | +3||1d6||+2||+10 ft. ||8||5||2
|-
|4th||class="left" | +3 || +4 || +4 || +4
| class="left" | [[#Ki Strike|+1 ''Ki'' Strike]](Magic), [[#Unbound|Unbound]] ([[SRD:Feather Fall|Feather Fall]])|| class="left" | +4||1d8||+2||+10 ft. ||9||5||2
|-
|5th||class="left" | +3 || +4 || +4 || +4
|-
|6th||class="left" | +4 || +5 || +5 || +5
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Ki Strike|''Ki'' Strike Enhancement]] +1, [[#Unbound|Unbound]] ([[SRD:Spider Climb|Spider Climb]])|| class="left" | +6||1d8||+3||+20 ft. ||11||6||3
|-
|7th||class="left" | +5 || +5 || +5 || +5
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]]|| class="left" | +7||1d8||+3||+20 ft. ||12||6||3
|-
|8th||class="left" | +6/+1 || +6 || +6 || +6
| class="left" | [[#Ki Strike|+2 ''Ki'' Strike]], [[#Wholeness of BodyUnbound|Wholeness of BodyUnbound]]([[SRD:Water Walk|Water Walk]])|| class="left" | +8/+3||1d10||+3||+20 ft. ||13||7||3
|-
|9th||class="left" | +6/+1 || +6 || +6 || +6
|-
|10th||class="left" | +7/+2 || +7 || +7 || +7
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Ki Strike|''Ki'' Strike Enhancement]] +2|| class="left" | +10/+5||1d10||+4||+30 ft. ||15||8||4
|-
|11th||class="left" | +8/+3 || +7 || +7 || +7
| class="left" | [[#Improved Uncanny DodgeUnbound|Improved Uncanny DodgeUnbound]]([[SRD:Air Walk|Air Walk]])|| class="left" | +11/+6||1d10||+4||+30 ft. ||16||8||4
|-
|12th||class="left" | +9/+4 || +8 || +8 || +8
| class="left" | [[#Ki Strike|+3 ''Ki'' Strike]]|| class="left" | +12/+7||2d6||+4||+40 ft. ||17||8||4
|-
|13th||class="left" | +9/+4 || +8 || +8 || +8
|-
|14th||class="left" | +10/+5 || +9 || +9 || +9
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Ki Strike|''Ki'' Strike Enhancement]] +3|| class="left" | +14/+9||2d6||+4||+40 ft. ||19||9||5
|-
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9
| class="left" | [[#Unbound|Unbound]] ([[SRD:Freedom of Movement|Freedom of Movement]])|| class="left" | +15/+10/+5||2d6||+5||+50 ft. ||20||10||5
|-
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10
|-
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10
| class="left" | [[#Timeless BodyUnbound|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and MoonUnbound]](Pernament)|| class="left" | +17/+12/+7||2d8||+5||+50 ft. ||22||10||5
|-
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Ki Strike|''Ki'' Strike Enhancement]] +4|| class="left" | +18/+13/+8||2d8||+5||+60 ft. ||23||11||5
|-
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]]|| class="left" | +19/+14/+9||2d8||+5||+60 ft. ||24||11||5
|-
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12
| class="left" | [[#Ki Perfect Strike|+5 ''Ki'' Perfect Strike]], [[#Perfect Ki Strike|Perfect +5 ''Ki'' Strike]]|| class="left" | +20/+15/+10||2d10||+6||+60 ft. ||25||12||6
|-
| colspan="1013" class="foot" |
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.
|- class="noalt"
All of the following are [[SRD:Class|class]] features of the monk.
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:ClubSimple Weapon Proficiency|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|daggersimple]]weapons, [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], [[SRD:Sling|sling]]. All monk weapons are considered preferred weapons of your chosen disciplines.
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 her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Maneuver Focus|maneuver focus]] abilities.
 
'''{{Anchor|Maneuvers and Stances}}:''' At 1st level you gain the Maneuver, Stance and initiator level progression of a Swordsage.
You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).
 
You ''recover all expended maneuvers'' and can change your readied maneuvers by using a full round action to quickly mediate. You may cancel your mediation any time during the round to respond to an attack, such as using a counter or making a reflex save, though doing so will break your concentration. Conversely, you can opt to just take the hit and continue to mediate, though you must make a Concentration Check (DC 10 + damage taken) in order to maintain your mediation. If you successfully complete your mediation, all of your selected maneuvers are readied, renewed and available in the following round.
 
You select ''6 out of all 9 martial disciplines''.
'''{{Anchor|AC Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +2 bonus to [[SRD:AC|AC]] at 1st level. This bonus increases by 1 at 5th level and increases by 1 for every five monk levels thereafter (+4 at 10th, +5 at 15th, and +6 at 20th level).
'''{{Anchor|Maneuver Focus}}:''' At 1st level, a monk adds her Wisdom modifier as a bonus on damage rolls, and the diference between her base attack bonus and initiator level, if positive, as a bonus on attack rolls when executing manuevres, boosts and counters. This applies to all attacks made while a boost is active.
'''{{Anchor|Favored Weapon}}:''' At 1st level, a monk learns to apply the same techniques which turn her normally feeble unarmed strike into a powerful blow that shatters bone to a weapon of her choice. The monk may choose a special monk weapon and gain the weapon damage of her unarmed strike when using that weapon, or the weapon's original damage, whichever is higher. Any special abilities that would be delivered through or modify an unarmed strike may now be used with her chosen weapon, such as the Stunning Fist feat (For example, an 8th level monk deals 1d10 damage with a sai).
'''{{Anchor|Bonus Feat}}:''' At 1st and 2nd level, a monk may select either gets a bonus [[SRD:Improved GrappleFeats|Improved Grapplefeat]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus . Select one of [[SRD:FeatsBlind-Fight|featBlind-Fight]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or , [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus , [[SRD:Dodge|Dodge]], [[SRD:Endurance|Endurance]], [[SRD:Great Fortitude|Great Fortitude]], [[SRD:FeatsImproved Bull Rush|featImproved Bull Rush]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or , [[SRD:Improved Feint|Improved Feint]], [[SRD:Improved Grapple|Improved Grapple]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Improved Overrun|Improved Overrun]], [[SRD:Improved Sunder|Improved Sunder]], [[SRD:Improved Trip|Improved Trip]], [[SRD:Lightning Reflexes|Lightning Reflexes]], [[SRD:Quick Draw|Quick Draw]], [[SRD:Run|Run]], [[SRD:Stunning Fist|Stunning Fist]] as a one of your monk bonus [[SRD:Feats|featfeats]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them. The monk gains an additional bonus [[SRD:Feats|feat]] every four monk levels thereafter (6th, 10th, 14th, and 18th). A monk must meet all prerequisites for these bonus [[SRD:Feats|feats]], including ability score and base attack bonus minimums. Add Blade Meditation, Clarion Commander, Distant Horizon, Falling Sun Attack, Ironheart Aura, Martial Study, Martial Stance, Perfect Clarity of Mind and Body, Shards of Granite, Stone Power, Stormguard Warrior, Unnerving Calm, White Raven Defense to your monk bonus feat list.
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.
'''{{Anchor|Fast MovementUnbound}} ([[SRD:Special Abilities Overview#ExtraordinarySupernatural|ExSu]]):''' At 3rd level, a monk learns how to bend the rules that bind her in the world. A monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]].  Furthermore, the monk can creaste a sepcial effect on herself as a swift action for 2 rounds/level. At 4th level, the monk can activate [[SRD:Feather Fall|Feather Fall]] on herself. 6th, the monk can aditionaly create an effect of [[SRD:Spider Climb|Spider Climb]] as the spell with a climb speed equal to her base land speed. If Dance of the spider, attack with both hands after movoment, run and charge on walls. 8th, [[SRD:Water Walk|Water Walk]] on liquids, dificult terrain, thin tree branches, webs, roofs, and other surfaces which should not be able to support your weight. You can move through areas with obstacles at your land speed, ignoring any effects on movement due to terrain. (Supernatural freerunning, [[SRD:Balance Skill|Balance]], [[SRD:Jump Skill|Jump]], [[SRD:Tumble Skill|Tumble]] checks only when players make special stunts or when something really matters.) 11th, the monk gains the ability to use [[SRD:Air Walk|Air Walk]] as the spell on herself. If Balance on the sky, you can [[SRD:Wind Walk|Wind Walk]] as the spell. At 15th level and higher, a monk can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a [[SRD:Freedom of Movement|Freedom of Movement]] spell, except that it is always active. A monk in armor or carrying a medium or heavy load loses this benefit. 17th Allways active, free action to surpress or activate A monk in armor or carrying a medium or heavy load loses the use of this extra speedability.
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk retains her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] (if any) even if she is caught [[SRD:Flat-Footed|flat-footed]] or struck by an [[SRD:Invisible|invisible]] attacker. However, she still loses her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|AC]] if immobilized. If a monk already has uncanny dodge from a different [[SRD:Class|class]], he automatically gains improved uncanny dodge (see below) instead.
'''{{Anchor|Mettle}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.
'''{{Anchor|Wholeness of BodyImproved Uncanny Dodge}} ([[SRD:Special Abilities Overview#SupernaturalExtraordinary|SuEx]]):''' At 8th 7th level and higher, a monk can heal her own woundsno longer be flanked. She can heal This defense denies a number of [[SRD:Hit PointsRogue|hit pointsrogue]] of damage equal the ability to twice sneak attack the monk by flanking her current , unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has monk level each daylevels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and she can spread this healing out among several usesthe levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.
'''{{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.
 
'''{{Anchor|Improved Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 11th level and higher, a monk can no longer be flanked. This defense denies a [[SRD:Rogue|rogue]] the ability to sneak attack the monk by flanking her, unless the attacker has at least four more [[SRD:Rogue|rogue]] levels than the target has monk levels. If a character already has uncanny dodge (see above) from a second [[SRD:Class|class]], the character automatically gains improved uncanny dodge instead, and the levels from the [[SRD:Classes|classes]] that grant uncanny dodge stack to determine the minimum level a [[SRD:Rogue|rogue]] must be to flank the character.
'''{{Anchor|Purity of the Soul}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level, a monk becomes immune to all [[SRD:Death Effect|death spells]], magical death effects, [[SRD:Energy Drain, Negative Levels, and Level Loss#Energy Drain (Su)|energy drain]], and any negative energy effects.
'''{{Anchor|Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th 19th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
'''{{Anchor|Tongue of the Sun and Moon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 17th 19th level or higher can speak with any living creature.
'''{{Anchor|Perfect Strike}}:''' At 20th level, you a monk can use two strike maneuvers simultaneously. After you initiate the monk initiates a strike maneuver, you he can aditionaly initiate any other [[SRD:Action_Types#Standard_Action|standard action]] strike maneuver (such as Five-Shadow Creeping Ice Enervation Strike) that you have she haves readied as a free action(e.g. you can initiate Time Stands Still folowed by a Ruby Nightmare Blade, but not the other way around). Both strikes you initiate the monk initiates are expended normally. The monk can use this ability four times per encounter.
====Epic Monk====
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