Jane_Smith
2009-04-08, 10:10 PM
Wewt, round 10, the monk! So many problems with the original I dont even know where to start, i pretty much had to take the monk entirely apart and start almost from scratch, it was a mess. @.@ Anyway, enjoy! <3
Sorry... cant.. resist....
MOORRRRTAL COOOOMBAT!!!
http://img14.imageshack.us/img14/3513/confrontationbyjasoneng.jpg
~~~~~~~~~~~~~~~~The Monk~~~~~~~~~~~~~~~~
MONK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|AC Bonus, Masterful Strike, Monk Ability
2nd|
+2|
+3|
+3|
+3|Improved Grapple, Monk Ability, Stunning Fist
3rd|
+3|
+3|
+3|
+3|Evasion
4th|
+4|
+4|
+4|
+4|Monk Ability, Piercing Strike (3)
5th|
+5|
+4|
+4|
+4|Masterful Strike +1d6, Uncanny Dodge
6th|
+6/+1|
+5|
+5|
+5|Monk Ability
7th|
+7/+2|
+5|
+5|
+5|Improved Speed or Resilience
8th|
+8/+3|
+6|
+6|
+6|Monk Ability, Piercing Strike (6)
9th|
+9/+4|
+6|
+6|
+6|Improved Uncanny Dodge
10th|
+10/+5|
+7|
+7|
+7|Masterful Strike +2d6, Monk Ability
11th|
+11/+6/+1|
+7|
+7|
+7|Improved Speed or Resilience
12th|
+12/+7/+2|
+8|
+8|
+8|Monk Ability, Piercing Strike (9)
13th|
+13/+8/+3|
+8|
+8|
+8|Adamantine Strike 1/day
14th|
+14/+9/+4|
+9|
+9|
+9|Monk Ability
15th|
+15/+10/+5|
+9|
+9|
+9|Improved Speed or Resilience, Masterful Strike +3d6
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Monk Ability, Piercing Strike (12)
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Adamantine Strike 1/encounter
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Monk Ability
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Improved Speed or Resilience
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Masterful Strike +4d6, Monk Ability, Piercing Strike (15)[/table]
Alignment: Any.
Hit Dice: d8.
Base Attack: Good.
Saves: Good Fortitude, Good Reflex, Good Willpower.
Class Skills
The Monk's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at each additional level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: A monk is proficient with a variety of traditional weapons that are necessary as tools; by training with everything from lengths of rope to wooden boards, the monk ensures that he can always carry a weapon without sticking out. This list includes the club, dagger, dart, hand axe, light hammer, light pick, quarterstaff, sickle, throwing axe, and sling. Monks are proficient only with padded armor, and not with shields; as with weapons, wearing more visible armor would only serve to slow the monk, not protect him. Because the monk regularly fights for his life wearing nothing more than padded clothes, the monk loses his monk abilities, masterful strike, precise strike, and AC bonuses when wearing any armor other than padded or when using a shield.
AC Bonus (Ex): When wearing armor no armor or padded armor, the monk gains a bonus to AC equal to half his monk level (rounded down). In addition, he may add his Wisdom bonus (if positive) as a bonus to his Armor Class. This bonus cannot exceed his total monk level. These bonuses to AC applies even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless.
Masterful Strike (Ex): A monk gains the Improved Unarmed Strike feat at 1st level. Additionally, his unarmed strike damage improves to 1d4 for Small monks, 1d6 for Medium monks, and 1d8 for Large monks. At 5th level and every 5 levels thereafter, a monk deals 1d6 extra damage when he hits with a successful unarmed strike. The extra damage from masterful strike is not multiplied when a critical hit is scored.
Monk Abilities: At 1st level, 2nd level and every two levels thereafter (4th, 6th, 8th, etc.), a monk may choose one ability from the following list. The monk cannot use any of these abilities or gain any of their benefits when wearing armor heavier than padded or using a shield, or when using weapons other than unarmed strikes or weapons with which monks are normally proficient.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monk abilities are organized into tiers. Tier 1 abilities have no prerequisites. Tier 2 abilities each have one specific tier 1 ability as a prerequisite and most require one of the monk's daily uses of Stunning Fist. Tier 3 abilities each have two specific tier 1 abilities as prerequisites and most require one of the monk's daily uses of Stunning Fist.
Tier 1 Abilities
Flurry Attack: The monk's penalty for fighting with a weapon in his off hand (including attacking with an off hand unarmed strike or using both ends of a double weapon, such as the quarterstaff) is reduced by one. This ability may be chosen multiple times, each time reducing the penalty by an additional 1 (minimum of 0).
Defensive Mastery: Each of the monk's saving throws gains a permanent +1 bonus. This ability may be chosen multiple times.
Dodge Training: The bonus to AC granted by the monk's class ability increases by +1. This ability may be chosen multiple times.
Grappling Training: The monk may attempt a disarm, sunder, or trip attack against a foe with whom he is grappling. In all cases, the attempt takes the place of a normal attack and is resolved with opposed grapple checks rather than with the normal opposed attack roll or opposed Strength check; only the normal modifiers to the grapple checks are used.
Offensive Training: When a monk has successfully stunned a foe with a stunning attack, he can attempt to blind or deafen his opponent for a number of rounds equal to his Strength modifier. The round during which the opponent is stunned does not count against the duration of this effect. The stunned opponent may make a Fortitude saving throw (DC equal to the DC of the monk's Stunning Fist attack) to avoid this effect, albeit at a -4 penalty.
Speed Training: Once per round, the monk may make an additional move action, either before or after his regular actions. He still cannot move more than 5 ft. if he takes a full round action. Alternatively, if the monk took a double move, he could use this ability to move even farther; if he moved and then attacked once as a standard action, he could use this ability to move away again (possibly provoking attacks of opportunity from his opponent).
Tier 2 Abilities
Cover Ally (Requires Dodge Training): Once per round when and ally within 5 ft. would be struck by a melee or ranged attack, the monk can choose to suffer the effects of the attack. The monk must choose to cover the ally before the effects of the attack are determined (i.e., before damage is rolled, saving throws are called for, etc.). Using this ability uses up one of the monk's daily uses of Stunning Fist.
One With the Weapon (Requires Offensive Training): The monk chooses one weapon with which monks are normally proficient. The monk may now use masterful strike, precise strike, and the Stunning Fist feat with that weapon. These monk class abilities may only be used with ranged weapons if the target is within 30 ft. This ability may be chosen multiple times. Each time it is chosen, the monk may either choose another weapon or may increase the range at which the abilities may be used by 30 ft.
Rapid Strike (Requires Speed Training): Once per round the monk may make an extra attack with his primary weapon at his highest attack bonus, either before or after his regular actions. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Strike and Hold (Requires Grappling Training): Once per round as a free action, the monk may attempt to establish a hold against any opponent he hust hit with an unarmed strike. If he succeeds, he may deal additional damage to the target as with an unarmed strike. He then has the option of letting the target go or of moving into the target's space and maintaining the grapple. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Tier 3 Abilities
Counterattack (Requires Dodge Training and Offensive Training): Once per round when a foe within reach misses the monk with a melee attack, the monk may make an immediate attack of opportunity against the foe. This ability may not be used in conjunction with the weapon trap ability. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Devastating Strike (Requires Grappling Training and Offensive Training): When a monk has successfully stunned a foe with a stunning attack, he can opt to initiate a bull rush as a free action that does not provoke attacks of opportunity. Unlike a normal bull rush attempt, the monk does not need to move with the target in order to push him farther than 5 feet. The stunned opponent is allowed to make a Strength check to resist the bull rush, albeit at a -4 penalty. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Furious Grapple (Requires Grappling Training and Speed Training): Once per round when the monk is grappling an opponent he may make an extra grapple check as a free action at his highest grapple bonus, either before or after his regular actions. This grapple check may be used to perform any of the actions in a grapple other than casting a spell, regardless of whether the action takes the place of an attack or is a move action, standard action, or full-round action. This ability does not stack with haste, Cleave, or other effects that grant additional attacks.
Mastery of Strikes (Requires Offensive Training and Speed Training): As a free action, the monk can increase his Masterful Strike damage by one step (from d6 to d8). This bonus to damage lasts for a number of rounds equal to 3 + the monk's Wisdom bonus. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Retaliatory Strike (Requires Dodge Training and Speed Training): Once per round the monk can make an attack of opportunity against any foe within reach that successfully strikes one of the monk's allies. This ability may be used in conjunction with the cover ally ability. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Weapon Trap (Requires Dodge Training and Grappling Training): Once per round when a monk is attacked by a foe in melee but before the attack roll is resolved, he may make an opposed attack roll to catch the weapon in his bare hands. Modifiers are applied to both roll as if the monk were attempting to disarm the attacker. This ability may only be used once per round, and the monk must have both hands free to make the attempt. Using this ability uses up one of the monk's daily uses of Stunning Fist. If the monk fails, he is hit and damage is dealt as normal. If the monk succeeds, he has grabbed the weapon by the hilt, the flat of the blade, etc., such that he suffers no damge from the attack. The monk may now perform one of the following as a free action:
- Attempt to disarm the opponent, which does not provoke an attack of opportunity. If the weapon trapped is a natural weapon, this option is impossible.
- Automatically deal damage to the weapon as with an unarmed strike. If the weapon trapped is a natural weapon, the damage is dealt to the creature.
- Make a single unarmed strike against the opponent, who loses his Dex bonus to AC (if any) against the attack.
Once the monk has resolved one of these actions, the weapon is released. The attacker may continue with his turn as normal, including making additional attacks with other weapons if able.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stunning Fist (Su): At 2nd level, the monk gains Stunning Fist as a bonus feat even if he does not meet the prerequisites. The DC for a monk's stunning fist is based on his Strength, Dexterity or Wisdom modifier (whichever is higher). A monk with the Stunning Fist feat may attempt a stunning attack a number of times per day equal to his monk level +3, plus one additional time per day for every four levels he has, but no more than once per round.
Improved Grapple: At 2nd level, monks gain Improved Grapple as a bonus feat.
Evasion (Ex): At 3rd level a monk can avoid even magical and unusual attacks with great agility. If he 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 the monk is wearing padded or no armor. A helpless monk does not gain the benefit of evasion.
Piercing Strike (Ex): At 4th level, when using an unarmed strike, a monk may ignore 3 points of damage reduction of any type whenever he inflicts damage. At 8th level he may ignore 6 points of damage reduction when inflicting damage. At 12th level he may ignore 9 points of damage reduction when inflicting damage, 16th level he may ignore up to 12 points of damage reduction when inflicting damage, and at 20th he may ignore up to 15 points of damage reduction when inflicting damage. This ability also allows the bypassing of an objects hardness.
Uncanny Dodge (Ex): Starting at 5th level, a monk can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a monk already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Improved Evasion (Ex): At 6th level, the monk gains improved evasion. This ability works like evasion, except that while the monk still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Incredible Speed or Resilience (Ex): At 7th level and every four levels afterwords, the monk may choose incredible speed or incredible resilience. If he chooses incredible speed, his base land speed increases by +10 feet. This increase to speed is applied before the speed reduction from armor or encumbrance is calculated. If he chooses incredible resilience, he gains a Damage Reduction of 2/-. This damage reduction does not stack with other forms of damage reduction, but it does stack with itself each time Incredible Resilience is taken.
Improved Uncanny Dodge (Ex): A monk of 9th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does monk levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum ranger or rogue level required to flank the character.
Adamantine Strike (Ex): A monk of 13th level, once per day, can imbue his attacks with both sheer force of will and all his physical might, allowing him to deliver a powerful, earth splitting blow. As a full round action a monk can deliver a single attack which applies his Wisdom bonus as a bonus to the attack roll. For this single attack, the monks unarmed strike and masterful strike bonus damage are maximized. The monks unarmed strike and bonus damage are treated as adamantine for the purposes of bypasses damaging reduction and hardness. In addition, his critical threat range is doubled, and his critical multiplyer increases by 1 for this attack. However, using this attack is incredibly draining, and the monk becomes Exhuasted for 1 round, and Fatigued for 1d4 rounds afterwords. At 17th level, the monk can use this ability once per encounter, and he only becomes Fatigued for 1 round after using it.
Sorry... cant.. resist....
MOORRRRTAL COOOOMBAT!!!
http://img14.imageshack.us/img14/3513/confrontationbyjasoneng.jpg
~~~~~~~~~~~~~~~~The Monk~~~~~~~~~~~~~~~~
MONK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|AC Bonus, Masterful Strike, Monk Ability
2nd|
+2|
+3|
+3|
+3|Improved Grapple, Monk Ability, Stunning Fist
3rd|
+3|
+3|
+3|
+3|Evasion
4th|
+4|
+4|
+4|
+4|Monk Ability, Piercing Strike (3)
5th|
+5|
+4|
+4|
+4|Masterful Strike +1d6, Uncanny Dodge
6th|
+6/+1|
+5|
+5|
+5|Monk Ability
7th|
+7/+2|
+5|
+5|
+5|Improved Speed or Resilience
8th|
+8/+3|
+6|
+6|
+6|Monk Ability, Piercing Strike (6)
9th|
+9/+4|
+6|
+6|
+6|Improved Uncanny Dodge
10th|
+10/+5|
+7|
+7|
+7|Masterful Strike +2d6, Monk Ability
11th|
+11/+6/+1|
+7|
+7|
+7|Improved Speed or Resilience
12th|
+12/+7/+2|
+8|
+8|
+8|Monk Ability, Piercing Strike (9)
13th|
+13/+8/+3|
+8|
+8|
+8|Adamantine Strike 1/day
14th|
+14/+9/+4|
+9|
+9|
+9|Monk Ability
15th|
+15/+10/+5|
+9|
+9|
+9|Improved Speed or Resilience, Masterful Strike +3d6
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Monk Ability, Piercing Strike (12)
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Adamantine Strike 1/encounter
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Monk Ability
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Improved Speed or Resilience
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Masterful Strike +4d6, Monk Ability, Piercing Strike (15)[/table]
Alignment: Any.
Hit Dice: d8.
Base Attack: Good.
Saves: Good Fortitude, Good Reflex, Good Willpower.
Class Skills
The Monk's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at each additional level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: A monk is proficient with a variety of traditional weapons that are necessary as tools; by training with everything from lengths of rope to wooden boards, the monk ensures that he can always carry a weapon without sticking out. This list includes the club, dagger, dart, hand axe, light hammer, light pick, quarterstaff, sickle, throwing axe, and sling. Monks are proficient only with padded armor, and not with shields; as with weapons, wearing more visible armor would only serve to slow the monk, not protect him. Because the monk regularly fights for his life wearing nothing more than padded clothes, the monk loses his monk abilities, masterful strike, precise strike, and AC bonuses when wearing any armor other than padded or when using a shield.
AC Bonus (Ex): When wearing armor no armor or padded armor, the monk gains a bonus to AC equal to half his monk level (rounded down). In addition, he may add his Wisdom bonus (if positive) as a bonus to his Armor Class. This bonus cannot exceed his total monk level. These bonuses to AC applies even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless.
Masterful Strike (Ex): A monk gains the Improved Unarmed Strike feat at 1st level. Additionally, his unarmed strike damage improves to 1d4 for Small monks, 1d6 for Medium monks, and 1d8 for Large monks. At 5th level and every 5 levels thereafter, a monk deals 1d6 extra damage when he hits with a successful unarmed strike. The extra damage from masterful strike is not multiplied when a critical hit is scored.
Monk Abilities: At 1st level, 2nd level and every two levels thereafter (4th, 6th, 8th, etc.), a monk may choose one ability from the following list. The monk cannot use any of these abilities or gain any of their benefits when wearing armor heavier than padded or using a shield, or when using weapons other than unarmed strikes or weapons with which monks are normally proficient.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Monk abilities are organized into tiers. Tier 1 abilities have no prerequisites. Tier 2 abilities each have one specific tier 1 ability as a prerequisite and most require one of the monk's daily uses of Stunning Fist. Tier 3 abilities each have two specific tier 1 abilities as prerequisites and most require one of the monk's daily uses of Stunning Fist.
Tier 1 Abilities
Flurry Attack: The monk's penalty for fighting with a weapon in his off hand (including attacking with an off hand unarmed strike or using both ends of a double weapon, such as the quarterstaff) is reduced by one. This ability may be chosen multiple times, each time reducing the penalty by an additional 1 (minimum of 0).
Defensive Mastery: Each of the monk's saving throws gains a permanent +1 bonus. This ability may be chosen multiple times.
Dodge Training: The bonus to AC granted by the monk's class ability increases by +1. This ability may be chosen multiple times.
Grappling Training: The monk may attempt a disarm, sunder, or trip attack against a foe with whom he is grappling. In all cases, the attempt takes the place of a normal attack and is resolved with opposed grapple checks rather than with the normal opposed attack roll or opposed Strength check; only the normal modifiers to the grapple checks are used.
Offensive Training: When a monk has successfully stunned a foe with a stunning attack, he can attempt to blind or deafen his opponent for a number of rounds equal to his Strength modifier. The round during which the opponent is stunned does not count against the duration of this effect. The stunned opponent may make a Fortitude saving throw (DC equal to the DC of the monk's Stunning Fist attack) to avoid this effect, albeit at a -4 penalty.
Speed Training: Once per round, the monk may make an additional move action, either before or after his regular actions. He still cannot move more than 5 ft. if he takes a full round action. Alternatively, if the monk took a double move, he could use this ability to move even farther; if he moved and then attacked once as a standard action, he could use this ability to move away again (possibly provoking attacks of opportunity from his opponent).
Tier 2 Abilities
Cover Ally (Requires Dodge Training): Once per round when and ally within 5 ft. would be struck by a melee or ranged attack, the monk can choose to suffer the effects of the attack. The monk must choose to cover the ally before the effects of the attack are determined (i.e., before damage is rolled, saving throws are called for, etc.). Using this ability uses up one of the monk's daily uses of Stunning Fist.
One With the Weapon (Requires Offensive Training): The monk chooses one weapon with which monks are normally proficient. The monk may now use masterful strike, precise strike, and the Stunning Fist feat with that weapon. These monk class abilities may only be used with ranged weapons if the target is within 30 ft. This ability may be chosen multiple times. Each time it is chosen, the monk may either choose another weapon or may increase the range at which the abilities may be used by 30 ft.
Rapid Strike (Requires Speed Training): Once per round the monk may make an extra attack with his primary weapon at his highest attack bonus, either before or after his regular actions. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Strike and Hold (Requires Grappling Training): Once per round as a free action, the monk may attempt to establish a hold against any opponent he hust hit with an unarmed strike. If he succeeds, he may deal additional damage to the target as with an unarmed strike. He then has the option of letting the target go or of moving into the target's space and maintaining the grapple. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Tier 3 Abilities
Counterattack (Requires Dodge Training and Offensive Training): Once per round when a foe within reach misses the monk with a melee attack, the monk may make an immediate attack of opportunity against the foe. This ability may not be used in conjunction with the weapon trap ability. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Devastating Strike (Requires Grappling Training and Offensive Training): When a monk has successfully stunned a foe with a stunning attack, he can opt to initiate a bull rush as a free action that does not provoke attacks of opportunity. Unlike a normal bull rush attempt, the monk does not need to move with the target in order to push him farther than 5 feet. The stunned opponent is allowed to make a Strength check to resist the bull rush, albeit at a -4 penalty. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Furious Grapple (Requires Grappling Training and Speed Training): Once per round when the monk is grappling an opponent he may make an extra grapple check as a free action at his highest grapple bonus, either before or after his regular actions. This grapple check may be used to perform any of the actions in a grapple other than casting a spell, regardless of whether the action takes the place of an attack or is a move action, standard action, or full-round action. This ability does not stack with haste, Cleave, or other effects that grant additional attacks.
Mastery of Strikes (Requires Offensive Training and Speed Training): As a free action, the monk can increase his Masterful Strike damage by one step (from d6 to d8). This bonus to damage lasts for a number of rounds equal to 3 + the monk's Wisdom bonus. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Retaliatory Strike (Requires Dodge Training and Speed Training): Once per round the monk can make an attack of opportunity against any foe within reach that successfully strikes one of the monk's allies. This ability may be used in conjunction with the cover ally ability. Using this ability uses up one of the monk's daily uses of Stunning Fist.
Weapon Trap (Requires Dodge Training and Grappling Training): Once per round when a monk is attacked by a foe in melee but before the attack roll is resolved, he may make an opposed attack roll to catch the weapon in his bare hands. Modifiers are applied to both roll as if the monk were attempting to disarm the attacker. This ability may only be used once per round, and the monk must have both hands free to make the attempt. Using this ability uses up one of the monk's daily uses of Stunning Fist. If the monk fails, he is hit and damage is dealt as normal. If the monk succeeds, he has grabbed the weapon by the hilt, the flat of the blade, etc., such that he suffers no damge from the attack. The monk may now perform one of the following as a free action:
- Attempt to disarm the opponent, which does not provoke an attack of opportunity. If the weapon trapped is a natural weapon, this option is impossible.
- Automatically deal damage to the weapon as with an unarmed strike. If the weapon trapped is a natural weapon, the damage is dealt to the creature.
- Make a single unarmed strike against the opponent, who loses his Dex bonus to AC (if any) against the attack.
Once the monk has resolved one of these actions, the weapon is released. The attacker may continue with his turn as normal, including making additional attacks with other weapons if able.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stunning Fist (Su): At 2nd level, the monk gains Stunning Fist as a bonus feat even if he does not meet the prerequisites. The DC for a monk's stunning fist is based on his Strength, Dexterity or Wisdom modifier (whichever is higher). A monk with the Stunning Fist feat may attempt a stunning attack a number of times per day equal to his monk level +3, plus one additional time per day for every four levels he has, but no more than once per round.
Improved Grapple: At 2nd level, monks gain Improved Grapple as a bonus feat.
Evasion (Ex): At 3rd level a monk can avoid even magical and unusual attacks with great agility. If he 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 the monk is wearing padded or no armor. A helpless monk does not gain the benefit of evasion.
Piercing Strike (Ex): At 4th level, when using an unarmed strike, a monk may ignore 3 points of damage reduction of any type whenever he inflicts damage. At 8th level he may ignore 6 points of damage reduction when inflicting damage. At 12th level he may ignore 9 points of damage reduction when inflicting damage, 16th level he may ignore up to 12 points of damage reduction when inflicting damage, and at 20th he may ignore up to 15 points of damage reduction when inflicting damage. This ability also allows the bypassing of an objects hardness.
Uncanny Dodge (Ex): Starting at 5th level, a monk can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a monk already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Improved Evasion (Ex): At 6th level, the monk gains improved evasion. This ability works like evasion, except that while the monk still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Incredible Speed or Resilience (Ex): At 7th level and every four levels afterwords, the monk may choose incredible speed or incredible resilience. If he chooses incredible speed, his base land speed increases by +10 feet. This increase to speed is applied before the speed reduction from armor or encumbrance is calculated. If he chooses incredible resilience, he gains a Damage Reduction of 2/-. This damage reduction does not stack with other forms of damage reduction, but it does stack with itself each time Incredible Resilience is taken.
Improved Uncanny Dodge (Ex): A monk of 9th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does monk levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum ranger or rogue level required to flank the character.
Adamantine Strike (Ex): A monk of 13th level, once per day, can imbue his attacks with both sheer force of will and all his physical might, allowing him to deliver a powerful, earth splitting blow. As a full round action a monk can deliver a single attack which applies his Wisdom bonus as a bonus to the attack roll. For this single attack, the monks unarmed strike and masterful strike bonus damage are maximized. The monks unarmed strike and bonus damage are treated as adamantine for the purposes of bypasses damaging reduction and hardness. In addition, his critical threat range is doubled, and his critical multiplyer increases by 1 for this attack. However, using this attack is incredibly draining, and the monk becomes Exhuasted for 1 round, and Fatigued for 1d4 rounds afterwords. At 17th level, the monk can use this ability once per encounter, and he only becomes Fatigued for 1 round after using it.