Monk
13 True Ways, p.65
A highly disciplined warrior who combines physical prowess with spiritual enlightenment.
Ability Scores
Monks gain a +2 class bonus to two of: Strength, Dexterity, or Wisdom, as long one of them isn’t the same ability you increase with your +2 racial bonus.
Backgrounds
Possible backgrounds include: holy acolyte, mountain sanctuary guardsman, traveling circus acrobat, river guide, spider-cult assassin, tunnel vermin exterminator, bodyguard, farmer, hallucinogenic mushroom farmer, wild mountain ginseng harvester, traveling tournament organizer, civil rights organizer.
Gear
At 1st level, a monk may start with one or two weapons, a change of clothes, and perhaps a ranged weapon—or none of those.
Gold Pieces
Monks may start with either 25 gp or 1d6 × 10 gp.
Armor
Armor Type | Base AC | Atk Penalty |
---|---|---|
None | 11 | — |
Light | 11 | — |
Heavy | 12 | -4 |
Shield | +1 | -2 |
Melee Weapons
A monk usually fights with his hands and feet (JAB, PUNCH, and KICK), though if he has traditional weapons from his training, he can use those. When a monk fights with weapons not from his tradition, he uses the fighter’s weapon chart with a -2 atk penalty.
Ranged Weapons
Thrown | Crossbow | Bow | |
---|---|---|---|
Small | 1d4 dagger, star | 1d4 (-2 atk) hand crossbow | — |
Light or Simple | 1d6 javelin | 1d6 (-3 atk) light crossbow | 1d6 (-2 atk) shortbow |
Heavy or Martial | — | 1d8 (-4 atk) heavy crossbow | 1d8 (-3 atk) longbow |
Level Progression
Monk | Total Hit Points | Total Feats | Class Talents | Forms | Ki | Level-up Ability Bonuses | Damage Bonus From Ability Score |
---|---|---|---|---|---|---|---|
Level 1 | (7 + CON mod) x 3 | 1 adventurer | 3 adventurer | 2 adventurer | 1 + Wis mod | ability modifier | |
Level 2 | (7 + CON mod) x 4 | 2 adventurer | 3 adventurer | 2 adventurer | 2 + Wis mod | ability modifier | |
Level 3 | (7 + CON mod) x 5 | 3 adventurer | 3 adventurer | 3 adventurer | 2 + Wis mod | ability modifier | |
Level 4 | (7 + CON mod) x 6 | 4 adventurer | 3 adventurer | 3 adventurer | 2 + Wis mod | +1 to 3 abilities | ability modifier |
Level 5 | (7 + CON mod) x 8 | 4 adventurer; 1 champion | 3 adventurer | 3 adventurer; 1 champion | 3 + Wis mod | 2 x ability modifier | |
Level 6 | (7 + CON mod) x 10 | 4 adventurer; 2 champion | 3 adventurer; 1 champion | 3 adventurer; 1 champion | 3 + Wis mod | 2 x ability modifier | |
Level 7 | (7 + CON mod) x 12 | 4 adventurer; 3 champion | 3 adventurer; 1 champion | 2 adventurer; 2 champion | 3 + Wis mod | +1 to 3 abilities | 2 x ability modifier |
Level 8 | (7 + CON mod) x 16 | 4 adventurer; 3 champion; 1 epic | 3 adventurer; 1 champion | 2 adventurer; 2 champion; 1 epic | 3 + Wis mod | 3 x ability modifier | |
Level 9 | (7 + CON mod) x 20 | 4 adventurer; 3 champion; 2 epic | 3 adventurer; 1 champion; 1 epic | 2 adventurer; 2 champion; 1 epic | 3 + Wis mod | 3 x ability modifier | |
Level 10 | (7 + CON mod) x 24 | 4 adventurer; 3 champion; 3 epic | 3 adventurer; 1 champion; 1 epic | 2 adventurer; 2 champion; 2 epic | 3 + Wis mod | +1 to 3 abilities | 3 x ability modifier |
Stats
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
Stat | Value |
---|---|
Ability Bonus | +2 Strength, Dexterity, or Wisdom in two scores (different from racial bonus) |
Initiative | Dex mod + Level |
Armor Class (no/light armor) | 11 + middle mod of Con/Dex/Wis + Level |
Physical Defense | 11 + middle mod of Str/Con/Dex + Level |
Mental Defense | 11 + middle mod of Int/Wis/Cha + Level |
Hit Points | (7 + Con mod) x Level modifier (see level progression chart) |
Recoveries | 8 |
Recovery Dice | (1d8 x level) + Con mod |
Backgrounds | 8 points, max 5 in any one background |
Icon Relationships | 3 points (4 at 5th level; 5 at 8th level) |
Talents | 3 (see level progression chart) |
Feats | 1 per Level |
Basic Attacks
Melee Attack
Basic Attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage
Miss: Damage equal to your level
Ranged Attack
Basic Attack
At-Will
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss: —
Class Features
All monks have attacks dealing JAB, PUNCH, and KICK damage, use forms as the basis of their actions during each round, use ki points, and are considered to fight with two-weapons even when they’re just fighting with their fists and feet. They also can take advantage of magical bracers.
JAB, PUNCH, and KICK Attacks
Class Feature
Under normal circumstances, melee weapons that are traditional in a monk’s style function like special effects for monks. Most monk attacks are rated as JAB, PUNCH, or KICK attacks, in the same sense that most fighter attacks are WEAPON attacks.
- JAB attacks deal 1d6 damage per level.
- PUNCH attacks deal 1d8 damage per level.
- KICK attacks deal 1d10 damage per level.
Monks don’t use weapon damage dice unless they are using a non-traditional weapon or a basic ranged attack that is not part of one of their monk forms.
When fighting barehanded, with bracers, or with traditional monk weapons, monks use damage dice based on the form they are attacking with, or PUNCH damage for basic melee attacks. While using a magic weapon, monks add the weapon’s attack and damage bonus to their attacks, and they can use that weapon’s power(s).
All monk attacks that use Dexterity as the attack stat use Strength as the ability score that determines damage.
Forms
Class Feature
When you learn a monk form, you learn all three elements of that form: an opening attack, flow attack, and finishing attack. Each element generally requires a standard action to use.
Your first standard action attack in a battle must be an opening. Your second attack can be a flow attack from any form you know, or it can be another opening. After you use a flow attack, your next monk attack must be a finishing attack from any form you know, or it can be another opening. (You can’t use flow attack twice in a row.) After a finishing attack you must start over with an opening on your next standard action. If you do not attack one turn, you must start over with an opening on your next standard action. This form progression applies whether you hit or miss with your attack.
As long as you use the proper element of the form (opening, flow, or finishing attack), you can use an opening, flow, or finishing attack from ANY of the forms you know.
When you use an element of a form, you gain an AC bonus until the start of your next turn. After using an opening attack you gain a +1 bonus to AC. After using a flow attack, you gain a +2 bonus to AC. After using a finishing attack, you gain a +3 bonus to AC. If elven grace or some other power lets you use multiple elements of your forms in a turn, the AC bonuses don’t stack but you do get to use the highest bonus.
Ki
Class Feature
You gain a number of ki points each day equal to 1 + your Wisdom modifier. You can spend ki to modify the natural result of one of your attack rolls. Ki is a daily resource. When you take a full heal-up, you regain all your ki points. You don’t regain ki during a quick rest.
After rolling an attack, you can spend 1 point of ki as a free action to change your attack’s natural result by 1, unless that result is a natural 1. The change can be +1 or -1. Spending ki is a free action, but you can only spend 1 point of ki each turn.
Adventurer Feat:
You gain 1 additional point of ki each day.
Champion Feat:
You can spend as much ki as you like during a turn. You must spend each point of ki on a different attack roll or a different ki power.
Epic Feat:
Work with your GM to invent a new ki power related to your one unique thing or some other aspect of your character’s story. If the ki power is too good and overshadows your other ki powers, the GM should rule that you can only use it once a day.
Two-Weapon Fighting
Class Feature
Since monks are trained to strike with all their limbs, they can always be considered to be fighting with two weapons in melee, even when they’re barehanded. The principal advantage of “two-weapon fighting” is that you get to reroll your attack when you roll a natural 2 with a melee attack, sticking with the reroll.
Bracers as Magic Items
Class Feature
Monks get magic-weapon style powers from magical bracers. In practice, a monk fighting barehanded looks to bracers for magical advantage. A monk who fights with the monastery’s traditional weapons might use bracers or a magical weapon, but a monk wearing magical bracers can’t use a magical melee weapon at the same time.
Adventurer Talents
Choose three of the following adventurer-tier class talents. You get an additional monk class talent at 6th level and 9th level.
You are free to take as many of the Seven Deadly Secrets talents as you wish (up to the class limit) but you can only use one of them per battle. You can choose which one just before using it.
Flurry (Seven Deadly Secrets)
Adventurer Talent
If you use Flurry in a battle, you can’t use any other Deadly Secrets talents that battle.
You gain the following attack:
Melee attack
At-Will (once per round), when the escalation die is 3+
Quick action
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage
Miss: —
Ki Power
(A Thousand Palms): You must be engaged with 2 or more enemies to use this power. After making a Flurry attack, you can spend 1 point of ki to make another Flurry attack against a target you have not already attacked with Flurry this turn.
Adventurer Feat:
You can now use Flurry when the escalation die is 2+.
Champion Feat:
Your Flurry attack now deals damage equal to your level on a miss.
Epic Feat:
When the escalation die is 4+, your Flurry attack deals PUNCH + Strength damage instead of JAB + Strength.
Greeting Fist (Seven Deadly Secrets)
Adventurer Talent
If you use Greeting Fist in a battle, you can’t use any other Seven Deadly Secrets talent that battle.
The first time you make a melee attack against each enemy during a battle (including the first mook of a mob), the target takes 1d8 extra damage on a hit.
2nd level monk: 2d6 extra damage.
4th level monk: 2d8 extra damage.
6th level monk: 4d6 extra damage.
8th level monk: 4d10 extra damage.
10th level monk: 6d12 extra damage.
Ki Power
(Opening the Death Gate): When you deal Greeting Fist damage, you can spend 1 point of ki to double that damage (as usual, a crit would then triple that damage).
Adventurer Feat:
Once per battle when you miss with your first melee attack against an enemy, you can use Greeting Fist against that enemy later that battle.
Champion Feat:
When you successfully disengage from an enemy, that enemy takes damage equal to your level. Popping free doesn’t count; the damage only applies when you use the disengage action. (This damage doesn’t count as an attack, so if you hadn’t attacked that enemy yet, you could still use Greeting Fist on it later.)
Epic Feat:
Once per battle, reroll an attack that qualified for Greeting Fist damage.
Temple Weapon Master (Seven Deadly Secrets)
Adventurer Talent
If you use Temple Weapon Master in a battle, you can’t use any other Seven Deadly Secrets talents that battle.
Once per battle while you’re fighting with a weapon or weapons associated with your monastic tradition, you can turn a natural even miss into a hit.
Ki Power
(Supreme Warrior Discipline): When you use your Temple Weapon Master power, you can spend 1 point of ki to gain a bonus to AC equal to the current escalation die until an attack against AC misses you or until the end of the battle. (The AC bonus increases or decreases as the escalation die increases or decreases.)
Adventurer Feat:
The AC bonus from the ki power also applies to your PD. An attack against your PD that misses also ends the bonus.
Champion Feat:
When you roll a natural 2 with a monk attack while fighting with your monastic weapons, in addition to the reroll you get from Two-Weapon Fighting, you gain a bonus to the rerolled attack equal to your Strength modifier or your Wisdom modifier.
Epic Feat:
One battle per day, the damage dice of your finishing attacks increase by one size (max d12). (For example, d10s become d12s.)
Diamond Focus
Adventurer Talent
You gain a +2 bonus to saves while you’re not staggered.
In addition, you can go one round without using a monk attack form and still maintain your place in the attack form progression. For example, if you made an opening attack last round but don’t attack this round (or with your next standard action) for any reason, even being stunned or unconscious, you can still use a flow attack with your next standard action.
Ki Power
(Diamond Soul): When you are dazed, weakened, or stunned, you can spend 1 point of ki to make an immediate normal save (11+). If you succeed, the effect ends. If you fail, the condition affects you normally. (This power also works on effects that aren’t save ends. It also breaks the stunned rule by letting you use a free action to spend ki.)
Adventurer Feat:
You can also use the ki power to save when you’re confused or hampered.
Champion Feat:
The ki power save is now an easy save (6+).
Epic Feat:
You can also use the ki power to save against a last gasp effect (but it doesn’t count against your total if you fail).
Heaven’s Arrow
Adventurer Talent
Unlike other monks, you have no attack penalty with ranged weapons, including thrown weapons, longbows, shortbows, and crossbows. Your basic ranged attacks also deal miss damage equal to your level.
Once per battle when you would make a melee attack as an element of one of your monk forms, you can use a ranged attack against a nearby enemy instead. This attack deals damage according to the JAB/PUNCH/KICK hierarchy that’s part of the form rather than WEAPON damage like basic attacks.
Ki Power
(Wind from Heaven): You can spend 1 point of ki to regain your Heaven’s Arrow power when it’s expended.
Adventurer Feat:
You can now target enemies that are far away when you use the Heaven’s Arrow power. The ranged weapon you’re using might have an attack penalty against far away enemies, but your attack otherwise functions as normal.
Champion Feat:
You can now use the Heaven’s Arrow power twice per battle.
Epic Feat:
You no longer take opportunity attacks when you make ranged attacks while engaged.
Leaf on Wind
Adventurer Talent
Once per battle when you use a move action, you can take another move action as a free action.
In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 30 feet per level without taking damage. (You slap the surface, catch handholds, and use other maneuvers to slow your descent.)
Ki Power
(Wind’s Comrade): You can spend 1 point of ki during your turn to gain flight until the end of your turn.
Adventurer Feat:
You gain a +3 bonus to disengage checks.
Champion Feat:
When an enemy makes an attack against you that targets more than one creature, you only take half damage from that attack, hit or miss.
Epic Feat:
Roll a normal save at the end of any turn in which you use the ki power. If you succeed, your flight lasts until the end of your next turn. (It’s not advisable to count on this working by staying in midair, though you could of course fly next to a wall, counting on your ability to slow your fall as outlined above!)
Overworld Lineage, aka Phoenix-touched
Adventurer Talent
If you wish, any time an element of the monk class refers to Wisdom, you can replace that element with a reference to Charisma.
In addition, while you’re staggered, when you roll a natural even attack roll, you heal damage equal to your Strength modifier or your Wisdom modifier (double that modifier at 5th level; triple it at 8th level).
Ki Power
(Imperial Phoenix Flare): Once per day when you are staggered, you can spend 1 point of ki to heal using a recovery. You heal half the hit points you roll for the recovery, and one enemy engaged with you of your choice takes the other half in fire damage.
Adventurer Feat:
You can now use this ki power twice per day.
Champion Feat:
Once per day after rolling a death save, you can gain +4 bonus to the roll.
Epic Feat:
The first time you die after taking this feat, you are resurrected at a place of power like your home monastery or other sanctum between one and four days later, assuming another resurrection doesn’t find you first. (This counts against your normal resurrection limit, as normal.)
Spinning Willow Style
Adventurer Talent
When a ranged attack or close-quarters attack that targets AC hits you, you can roll a normal save. If you succeed, you take only half damage from the attack.
Ki Power
(The Willow Bends): You can spend 1 point of ki to turn a failed Spinning Willow Style save into a success.
Adventurer Feat:
You can now use Spinning Willow Style to save against ranged attacks and close-quarter attacks that target PD.
Champion Feat:
If you roll a natural 18+ on the save, you instead take no damage from the attack and can choose one nearby enemy. It takes one-quarter of the damage as you deflect the attack.
Epic Feat:
Spinning Willow Style saves are now easy saves (6+).
Champion Talents
At 6th level, you gain an additional monk class talent. You can choose to take another adventurer-tier talent, or select from the talents that follow.
Disciple of the Hidden Flame
Champion Talent
When you gain this talent, choose a class: cleric, sorcerer, or wizard. Each time you take a full heal-up, choose a non-feature spell of your level or lower from that class. You can’t choose the same spell twice in a row; you must choose a different option each time you take a full heal-up.
If the spell is at-will, you can cast it in place of a flow attack. If the spell is limited use, you can cast it in place of a finishing attacks. Use your Wisdom as the ability score that determines attack and damage with the spell.
Ki Power
(Gather the Flame): You can spend 1 point of ki when you cast your Disciple of the Hidden Flame spell to cast it as if you possessed the adventurer-tier and champion-tier feat for that spell, if any. At 8th level, treat the spell like you possessed the epic-tier feat for it, if any, when you spend the ki.
Improbable Stunt
Champion Talent
Once per battle as a quick action, you can pull off an outrageous improvisational stunt that no one else could manage, with the possible exception of a swashbuckling rogue! The stunt is not itself an attack but it might lead to one.
The outrageous action of your stunt isn’t something you have to roll for, even if it would ordinarily require a skill check to pull off, though you’ll still have to roll for an attack that follows up your stunt.
Ki Power
(Ludicrous Improbability Maneuver): You can spend 1 ki point to use Improbable Stunt again this battle.
Path of the Perfect Warrior
Champion Talent
One battle per day, you can increase your JAB damage dice to d8s, your PUNCH damage dice to d10s, and your KICK damage dice to d12s.
Ki Power
(Perfect Breath): Once per day when you are healing using a recovery, you can spend 1 point of ki to heal using a second recovery as well. The second recovery is a free.
Epic Talents
At 9th level, you gain an additional monk class talent. As usual, you can choose a talent from a lower tier, or an epic tier. Epic-tier talents have feats but no associated ki powers.
Abundant Step
Epic Talent
Once per battle when the escalation die is 1+, you can teleport to a nearby location you can see as a move action.
Epic Feat:
You can now teleport to a far away location you can see.
Champion of Three Worlds
Epic Talent
When you make a finishing attack, roll an additional d20 (usually two) for the attack roll. Use the result of your choice.
Epic Feat:
Once per battle when you make a flow attack, you can roll an additional d20 for the attack roll.
Procession of the Sun and Moon
Epic Talent
Once per level, while meditating during a quick rest, you can decide that it’s time for the start of a new day. You and each of your willing allies can make a hard save (16+). Each character who succeeds regains all spells, powers, hit points, ki, and recoveries as if they had taken a full heal-up and started a new day.
The only character element that does not reset as if it was a new day are your icon relationship rolls and any icon relationships.
Epic Feat:
You and each of your allies gain a bonus to the save equal to your Strength modifier or your Wisdom modifier.
Adventurer Forms
Claws of the Panther
Adventurer Form
Opening Attack (Panther Spins Free)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and you can pop free from the target.
Miss: Damage equal to your level.
Flow Attack (Cat Cuts between Hounds)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus each enemy engaged with you takes 1d6 damage (2d6 damage at 5th level; 4d6 damage at 8th level).
Natural Even Miss: Half damage.
Natural Odd Miss: Damage equal to your level.
Finishing Attack (Twinned Panther Claw)
Melee attack
Targets: Up to two enemies
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Miss: Half damage.
Natural Odd Miss: Damage equal to your level.
Adventurer Feat:
Ki Power (Predator’s Return): You can spend 1 point of ki when your finishing attack misses all targets to use a flow attack instead of an opening attack with your next standard action—in effect, you get to skip the opening attack of your next form’s progression.
Dance of the Mantis
Adventurer Form
Opening Attack (Springing Mantis Strike)
Melee attack
Special: When you start your turn unengaged, you can move before the attack as part of the standard action for this attack.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Flow Attack (The Pincer Whirls Shut)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, or KICK + Strength damage against large or huge targets.
Natural Even Hit: As a hit, plus you can roll a disengage check as a free action after the attack.
Miss: Half damage.
Finishing Attack (Precise Mantis Kick)
Melee attack
Target: One enemy
Attack: Dexterity + Level + 2 vs. AC
Hit: KICK + Strength damage.
Natural Even Miss: Your crit range with opening, flow, and finishing attacks expands by 1 until the end of the battle.
Natural Odd Miss: Damage equal to your level.
Adventurer Feat:
Ki Power (The Dance Continues): You can spend 1 point of ki during your turn to roll a disengage check as free action.
Dutiful Guardian
Adventurer Form
Opening Attack (One Must Be Free)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and one ally engaged with the target can pop free from it.
Miss: Damage equal to your level.
Flow Attack (Wind Horse Shakes Mane)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, and you choose one of the following benefits: you can take a move action as a free action; OR you gain a +4 bonus to PD until the start of your next turn.
Miss: Half damage.
Finishing Attack (Temple Lion Stands True)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus you can rally as a free action unless you have already rallied this battle.
Natural Even Miss: Half damage.
Natural Odd Miss: Damage equal to your level.
Adventurer Feat:
When you intercept an enemy that is moving to attack one of your allies, you gain a +3 bonus to all defenses until the end of that turn (so against that enemy’s attacks).
Original Venom
Adventurer Form
Opening Attack (First Deadly Venom)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and if the target is staggered after the attack, it also takes 5 ongoing poison damage.
Miss: You take damage equal to your level.
Flow Attack (Second Certain Toxin)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus 5 ongoing poison damage.
Miss: You take damage equal to your level.
Finishing Attack (Third Poisonous Lesson)
Melee attack
Target: One enemy taking ongoing damage
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus 10 ongoing poison damage, and if the target has 45 hp points or fewer, it’s hampered (save ends both). (The hp threshold also goes up automatically based on your level.)
3rd level monk: 72 hp or fewer.
5th level monk: 108 hp or fewer.
7th level monk: 180 hp or fewer.
9th level monk: 300 hp or fewer.
Natural Odd Hit: As a hit, plus 5 ongoing poison damage.
Miss: You take damage equal to your level.
Adventurer Feat:
You gain resist poison 14+.
Three Cunning Tricksters
Adventurer Form
Opening Attack (Fox Senses Weakness)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Natural Even Miss: Half damage.
Natural Odd Miss: —
Flow Attack (Monkey Taps the Shoulder)
Melee attack
Special: When you use this attack, you can pop free from one enemy anytime during that turn as a free action.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Miss: Half damage.
Finishing Attack (Crane Summons Carp)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus when an enemy engaged with you targets you with an attack before the start of your next turn, you can deal JAB + Strength damage to it as an interrupt action.
Miss: Half damage.
Adventurer Feat:
Ki Power (The Gift Returns): When you roll a natural 18+ on a save, you can spend 1 point of ki to transfer the effect/ongoing damage you saved against to an enemy engaged with you (in addition to ending the effect on you). Of course, death saves and last gasp saves are excluded.
Way of the Metallic Dragon
Adventurer Form
Opening Attack (Bronze Thwarts an Army)
Melee attack
Target: One enemy
Special: You must be engaged with two enemies to use this attack.
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Miss: Damage equal to your level.
Flow Attack (Silver Warrior Advances)
Melee attack
Target: One enemy that has more hit points than you
Attack: Dexterity + Level vs. AC
Natural Even Hit: PUNCH + Strength damage, and 10 ongoing cold damage.
Natural Odd Hit: PUNCH + Strength damage, and one of your allies can pop free from the target.
Miss: Half damage.
Finishing Attack (General Slays the Hordes)
Melee attack
Targets: Up to two enemies; choose one for the first attack and the other for the second attack
First Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Miss: Damage equal to your level.
Second Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength fire damage.
Miss: Damage equal to your level.
Adventurer Feat:
Ki Power (Become the Dragon): When you drop a non-mook enemy to 0 hp with a finishing attack, you can spend 1 point of ki to gain a second standard action during your next turn. You’re gathering power, preparing to unleash havoc, or doing something similar. If for some reason you decide not to take the extra standard action during your next turn, you get the point of ki back, but can’t spend any more ki this battle.
Champion Forms
Heaven’s Thunder
Champion Form
Opening Attack (Moon in Storming Sky)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: JAB + Strength damage, and each time an enemy attacks you before the start of your next turn, it takes thunder damage equal to twice your level after the attack.
Flow Attack (Thunder Restores the Balance)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, and you can roll a save against a save ends effect.
Natural Even Hit: As a hit, plus you gain a bonus to the save equal to your Wisdom modifier.
Miss: Half damage.
Finishing Attack (This Too Was Foreseen)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: KICK + Strength thunder damage.
Natural Even Hit: As a hit, plus one random nearby enemy takes 10 ongoing thunder damage.
Natural Odd Hit: As a hit, plus after this attack, your crit range expands by 1 until the end of the battle.
Miss: Half damage.
Champion Feat:
You can now target a nearby enemy with this too was foreseen.
Epic Feat:
You now heal 5d10 hp each time you use a finishing attack while staggered.
Iron Crusader Form
Champion Form
Opening Attack (No Retreat)
Melee attack
Special: You can use this opening attack only if you or one of your allies has dropped to 0 hit points or below during this battle.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Miss: Half damage.
Flow Attack (No Mercy)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Special: You gain a +4 bonus with this attack when you target a staggered enemy.
Hit: PUNCH + Strength damage.
Miss: Damage equal to your level.
Finishing Attack (No Weakness)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Special: You gain a +4 bonus with this attack when you target an enemy taking ongoing damage.
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus you gain resist damage 16+ until the start of your next turn.
Miss: Damage equal to your level.
Champion Feat:
You can also use the no retreat opening attack if you have been staggered this battle.
Epic Feat:
One battle per day, your crit range expands by 2 (cumulative) each time you drop a non-mook enemy to 0 hp.
Rising Phoenix
Champion Form
Opening Attack (Rising Phoenix Fist)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: JAB + Strength fire damage.
Natural Even Miss: 5 ongoing fire damage.
Natural Odd Miss: —
Flow Attack (Becomes the Pillar of Flame)
Melee
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: PUNCH + Strength fire damage, and you can roll a disengage check as a free action. If you disengage from all enemies, you gain flight until the end of your next turn.
Miss: Damage equal to your level.
Finishing Attack (Life Burning Fire Fist)
Melee attack
Target: One enemy that is higher level than you
Attack: Dexterity + Level vs. PD
Hit: PUNCH + Strength fire damage.
Natural Even Hit: As a hit, plus you can heal using a recovery.
Natural Odd Hit: As a hit, plus you can roll a save against a save ends effect.
Natural Even Miss: Half damage.
Natural Odd Miss: —
Champion Feat:
Once per day as a free action, double the healing you get when you heal using a recovery (from any effect).
Epic Feat:
One battle per day as a free action, choose yourself or a nearby ally. That creature gains a bonus to death saves equal to your Wisdom modifier until the end of the battle.
Three Evil Dragons
Champion Form
Opening Attack (The Burning Shadow)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and if the target is staggered after the attack, choose one: you can pop free from the target; OR the target takes ongoing acid damage equal to your level.
Miss: Damage equal to your level.
Flow Attack (Blue Lightning Fist)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Natural Even Hit: PUNCH + Strength damage, and one random nearby enemy takes lightning damage equal to double your level.
Natural Odd Hit: PUNCH + Strength damage, and you gain flight until the end of your next turn.
Miss: Half damage, and one random nearby enemy takes lightning damage equal to your level.
Finishing Attack (Red Fury)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage, and 1d6 extra fire damage for each point on the escalation die.
Miss: Damage equal to your level.
Champion Feat:
Once per battle when an enemy hits you with an attack that targets AC or PD while you are flying, you can force that enemy to reroll the attack as a free action.
Epic Feat:
Once per day when you miss all targets with a finishing attack, you can make another finishing attack with your next standard action—in effect, you get to redo the last form of that progression.
Tiger in Storm
Champion Form
Opening Attack (Stalking Tiger)
Melee attack
Target: One enemy that isn’t engaged with any of your allies.
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Natural Even Hit: As a hit, plus 2d6 ongoing lightning damage.
Miss: Both you and the target take damage equal to your level.
Flow Attack (Tiger Follows Blood)
Melee attack
Target: One enemy that isn’t engaged with any of your allies.
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage, and you can pop free from the target.
Natural Even Hit: As a hit, plus if you are engaged with an enemy other than the target at the end of your turn, one enemy engaged with you takes 10 damage (as your attack sets up a final clawing strike).
Miss: Half damage.
Finishing Attack (Striped Lightning Roars)
Melee attack
Target: One enemy that isn’t engaged with any of your allies.
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus 1d3 nearby enemies other than the target each take lightning damage equal to double your level.
Miss: Half damage.
Champion Feat:
Ki Power (Storm’s Eye): When an enemy misses you with an attack that deals cold, lightning, or thunder damage, you can spend 1 point of ki to heal using a recovery.
Epic Feat:
You gain resist energy damage 16+ to cold, thunder, and lightning.
Epic Forms
Death’s Quivering Shadow
Epic Form
Opening Attack (Invoke the Name)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. PD
Hit: JAB + Strength damage.
Natural Even Hit: As a hit, plus the target takes ongoing negative energy damage equal to its level.
Miss: You take 5 ongoing negative energy damage.
Flow Attack (Stunning Fist)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus if the target has 180 hp or fewer after the attack, it’s stunned until the end of your next turn.
Miss: Damage equal to your level.
Finishing Attack (Ghostwalk of the Fallen King)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage, and 15 ongoing negative energy damage.
Natural Even Hit: As a hit, plus until the end of your next turn, you gain flight and resist damage 16+ to all damage as you become incorporeal. (You can move through solid objects but can’t end your turn in them.)
Miss: Damage equal to your level.
Epic Feat:
Ki Power (Quivering Palm): Once per day when you hit a target with a finishing attack, you can spend 1 point of ki to create a link with the target. Until the next full heal-up, regardless of how far away the target is, you can spend 1 point of ki and two consecutive quick actions to deal PUNCH + Wisdom damage to the target. You can keep spending quick actions and ki to deal this damage once per round until you run out of ki for the day.
Feathered Serpent
Epic Form
Opening Attack (Coils Dispense Blessings)
Melee attack
Target: Each enemy engaged with you
Attack: Wisdom + Level vs. AC
Hit: JAB + Wisdom damage.
Miss: Damage equal to your level.
Flow Attack (Feathers on Talons on Scales)
Melee attack
Always: When you use this flow attack, choose one effect: pop free from one enemy anytime during your turn as a free action; or you gain flight until the end of your next turn.
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Miss: Half damage.
Finishing Attack (Poisoned Heaven Kick)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage.
Natural Even Hit: As a hit, plus if the target has 180 hp or fewer after the attack, it’s hampered until the end of your next turn. If it has more than 180 hp, it takes 20 ongoing poison damage instead.
Miss: Half damage.
Epic Feat:
Once per battle as a quick action, you can roll a difficult save (16+) against a save ends effect affecting you that was caused by an enemy’s attack. If you succeed, transfer the effect to an enemy engaged with you.
Flagrant Blossoms
Epic Form
Opening Attack (The Petals Open)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage, and if this attack drops a non-mook to 0 hp, you can use a finishing attack with your next standard action.
Flow Attack (Fist Shows the Path to Wisdom)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus a random nearby ally can roll an icon relationship die (you choose which icon) that can be used as a story-guide result later in the adventure; the roll must be a 5 or a 6 to get an advantage as normal.
Miss: Half damage.
Finishing Attack (Lotus Dreams the World)
Melee attack
Target: One enemy
Attack: Wisdom + Level vs. MD
Natural Even Hit: KICK + Wisdom damage, and you or an ally gains a +2 bonus to saves until the end of the battle.
Natural Odd Hit: KICK + Wisdom damage, and the target takes a –2 penalty to saves until the end of the battle.
Miss: Half damage.
Epic Feat:
Once per day when you use the lotus dreams the world finishing attack, a nearby ally can heal using a free recovery and can roll a save against each save ends effect affecting it.
Spiral Path
Epic Form
Opening Attack (The Cycle Opens)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: JAB + Strength damage.
Natural Even Hit: As a hit, plus a different nearby enemy takes force damage equal to half that damage.
Flow Attack (Spiral Ascension Widens)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: PUNCH + Strength damage.
Natural Even Hit: As a hit, plus the escalation die increases by 1.
Miss: Damage equal to your level.
Finishing Attack (Star Joins as Ally)
Melee attack
Target: One enemy
Attack: Dexterity + Level vs. AC
Hit: KICK + Strength damage, and as a free action you can teleport next to a different nearby enemy you can see (engaging it) and make a PUNCH attack against it.
Miss (PUNCH): The target takes damage equal to your level.
Miss: Half damage, and you can’t use attacks from the Spiral Path form until your next battle.
Epic Feat:
One battle per day, choose a monk talent you don’t ordinarily possess. This battle, you have that talent.