Monk, Tirr (3.5e Class)
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- This page details the Tome Monk, as modified to fit the Tirr setting. You may be looking for the original Fighter found in the SRD, or the original Frank and K creation, Tome Monk.
Monk
"I am a Grand Master of Flowers. You are not."
Fantasy literature's view of the "martial artist" has about as much to do with a real martial artist as its view of salamanders has to do with real salamanders. But let's face the facts: Monks are totally sweet. They flip out and kill people with their hands. A Monk does not practice any "real" martial art, we call those people "Fighters" – a Monk practices an entirely magical martial art that only works in areas where badgers can talk and winged horses can fly.
Every Monk follows a different martial path that involves jumping super high and having glowing things coming off of their hands when they perform their super moves. Some monks use weapons, but most just use their hands and feet to devastating effect. Some Monks shout the names of their techniques in battle to demoralize their opponents, others stay aloof and silent during even the toughest of challenges.
Making a Monk
Monks are a combat class. They're meant to be good in combat and have a high Base Attack Bonus.
Abilities: You have a choice to crank either Dexterity or Wisdom; they'll both do the same thing for you. Aside from that, the Monk is a normal combat class.
Races: Because the martial paths of a Monk embrace all manners of comportment, almost every sapient race has those who take up the monk's path. With its lack of emphasis on ranged weaponry, few of the slower races turn towards these magical combat styles, and halflings and dwarves rarely become monks. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so orcs are as likely to become monks as kuo-toa are.
Alignment: Any Lawful; While a Monk can be many things in personality and practice, all monks require a level of distinct adherence to their training and disciplines.
Starting Gold: 2d4×10 gp (50 gp).
Starting Age: As Monk.
Level | Base Attack Bonus |
Saving Throws | Special | Armor Bonus | ||
---|---|---|---|---|---|---|
Fort | Ref | Will | ||||
1st | +1 | +2 | +2 | +2 | Armored in Life, Fatal Strike, Willow Step, Fighting Style | +2 |
2nd | +2 | +3 | +3 | +3 | Rain of Flowers, Abundant Leap | +2 |
3rd | +3 | +3 | +3 | +3 | Fighting Style | +2 |
4th | +4 | +4 | +4 | +4 | Diamond Soul | +3 |
5th | +5 | +4 | +4 | +4 | Fighting Style | +3 |
6th | +6/+1 | +5 | +5 | +5 | Walk of a Thousand Steps | +3 |
7th | +7/+2 | +5 | +5 | +5 | Fighting Style | +3 |
8th | +8/+3 | +6 | +6 | +6 | Immaculate Diamond Soul | +4 |
9th | +9/+4 | +6 | +6 | +6 | Master Fighting Style | +4 |
10th | +10/+5 | +7 | +7 | +7 | Leap of the Clouds | +4 |
11th | +11/+6/+1 | +7 | +7 | +7 | Master Fighting Style | +4 |
12th | +12/+7/+2 | +8 | +8 | +8 | Master of the Four Winds | +5 |
13th | +13/+8/+3 | +8 | +8 | +8 | Master Fighting Style | +5 |
14th | +14/+9/+4 | +9 | +9 | +9 | Master of the Four Seasons | +5 |
15th | +15/+10/+5 | +9 | +9 | +9 | Grand Master Fighting Style | +5 |
16th | +16/+11/+6/+1 | +10 | +10 | +10 | Master of Diamond Soul | +6 |
17th | +17/+12/+7/+2 | +10 | +10 | +10 | Grand Master Fighting Style | +6 |
18th | +18/+13/+8/+3 | +11 | +11 | +11 | Perfect Mastery | +6 |
19th | +19/+14/+9/+4 | +11 | +11 | +11 | Grand Master Fighting Style | +6 |
20th | +20/+15/+10/+5 | +12 | +12 | +12 | Grand Master of Flowers | +7 |
Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Class Features
All of the following are class features of the Monk.
Weapon and Armor Proficiency: Monks are proficient with all simple weapons, as well any weapon defined as a special monk weapon, such as the sai, the nunchaku, the kama, the shuriken, and the triple staff. Monks are not proficient with any armor or shields of any kind.
Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +2. It increases to +4 at level 4, and by +1 every four levels thereafter.
Willow Step (Su): A true monk does not seek to outrun the fist, but to anticipate it. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class, he may add his Wisdom bonus (if positive) instead.
Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. As a natural slam attack, if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient base attack bonus. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half his Strength modifier to damage. A monk's slam attack does a base of 1d8 damage for a medium sized monk and does more or less damage as appropriate if the Monk is larger or smaller than medium size.
Fighting Style (Su): At levels 1, 3, 5, and 7, the Monk learns a Fighting Style. A Monk can use any Fighting Style he knows a number of times equal to his Wisdom bonus, plus 3, per encounter. Each Fighting style requires a Swift Action to activate, and lasts one round. Each Fighting Style must have a name (see Naming Your Fighting Style), and provides two bonuses from the Fighting Style Abilities:
Fighting Style Abilities
- While Active, your Fighting Style provides a +2 Dodge Bonus to AC.
- While Active, your Fighting Style provides a +2 competence Bonus to Saving Throws.
- While Active, your Fighting Style forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + ½ Monk class level + your Wisdom Modifier) or become dazed for one round.
- While Active, your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. This attack of opportunity must be a trip or disarm attempt.
- While Active, your Fighting Style provides you with concealment.
- While Active, your Fighting Style provides a +30' Insight Bonus to your movement rate.
- While Active, your Fighting Style allows your slam attacks to ignore hardness less than 5, and count as a magic weapon against DR.
- While Active, your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon.
- While Active, your Fighting Style causes your slam attack to inflict piercing damage, and forces any opponent struck by the attack to make a Fortitude Save (DC 10 + ½ Monk class level + your Wisdom Modifier) or take 2 points of Constitution damage, to a minimum of 1.
- While Active, your Fighting Style causes your slam attack to inflict slashing damage and to reduce your opponent's movement rate by 10', to a minimum of 10'. Each round, the target can make a Fortitude save to regain its lost speed.
- While Active, your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement.
Rain of Flowers (Su): At 2nd level, any time a Monk inflicts lethal damage, he may elect to inflict non-lethal damage instead. Any time a Monk inflicts non-lethal damage, he may elect to inflict lethal damage instead.
Abundant Leap (Su): At 2nd level, a Monk's ability to jump is improved, drastically. The DC for any jump check is halved.
Diamond Soul (Su): At 4th level, the Monk gains Spell Resistance equal to 5 + his monk class level. At 8th level, his soul becomes immaculate and his Spell Resistance improves to 10 + his monk class level, and at 16th level he masters his diamond soul and his spell resistance improves to 15 + his monk class level.
Walk of a Thousand Steps (Su): Once per day, a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a swift action. No other Fighting Styles may be activated during this period.
Master Fighting Style (Su): At levels 9, 11, and 13, the Monk learns a Master Fighting Style. Master Fighting Styles must be used in place of a Fighting Style. Each Master Fighting style requires a Swift Action to activate, and lasts one round. Each Master Fighting Style must have a name (see Naming Your Fighting Style), and provides two bonuses from the Master Fighting Style Abilities. When a Monk gains a new Master Fighting Style, he may replace one of his Fighting Styles with a different Fighting Style.
Master Fighting Style Abilities
- While Active, your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 20 feet to any location within line of sight as a Move action, once per round.
- While Active, your Master Fighting Style provides total concealment.
- While Active, your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage.
- While Active, your Master Fighting Style affects any creature struck with your slam attack with a banishment effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ monk class level + Wisdom Modifier). Outsiders suffer a -4 penalty to their saving throw. A creature so banished may not return to the plane from which it was banished for a year.
- While Active, your Master Fighting Style forces any creature struck by your slam attack to make a Reflex Save (DC 10 + ½ monk class level + Wisdom Modifier) or be stunned for one round.
- While Active, your Master Fighting Style provides you the effect of an air walk spell, and gives you a +20' competence bonus to your speed.
- While Active, your Master Fighting Style affects any opponent you successfully trip or bull rush with the violent thrust version of telekinesis, with a caster level equal to your monk class level. There is no saving throw against this effect.
- While Active, your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. The fire can be shot out to medium range, requires a ranged touch attack, and inflicts 1d6 of fire damage per two monk class levels if it hits.
- While Active, your Master Fighting Style causes your slam attack to inflict vile damage.
- While Active, your Master Fighting Style forces every creature within 10 feet of you to make a Will save (DC 10 + ½ monk class level + Wisdom Modifier) or become panicked for one round per monk class level.
- While Active, your Master Fighting Style affects any target you strike with your slam attack with a targeted version of greater dispelling with a caster level equal to his monk class level.
- While Active, your Master Fighting Style causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. You are immune to Sonic damage while your Master Fighting Style is active.
- Instead of gaining a Master Fighting Style Ability, you may choose two regular Fighting Style Abilities.
Leap of the Clouds (Su): At 10th level, the DC for any jump check is divided by 5.
Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. At 12th level, if the monk is restored to life, he doesn't suffer any penalties normally associated with revival.
Master of the Four Seasons (Su): Time passes relentlessly in the world, but for a monk of 14th level, the change of seasons is as no change at all. He no longer appears to age, never accumulates any additional penalties for growing older and will never die of old age.
Grand Master Fighting Style (Su): At levels 15, 17, and 19, the Monk learns a Grand Master Fighting Style. Grandmaster Fighting Styles must be used in place of a Fighting Style. Each Grand Master Fighting style requires a Swift Action to activate, and lasts for one round. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style), and provides two bonuses from the Grand Master Fighting Style Abilities. When a Monk gains a new Grand Master Fighting Style, he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type.
Grand Master Fighting Style Abilities
- While Active, your Grand Master Fighting Style makes you and everything you are carrying incorporeal, your slam attacks are incorporeal touch attacks.
- While Active, your Grand Master Fighting Style slows down time to the point where you can act twice each round. You do not gain an extra Swift Action during your extra actions.
- While Active, your Grand Master Fighting Style allows you to tear open a hole through space and time, allowing you to open a travel version of gate.
- While Active, your Grand Master Fighting Style prevents all Teleport effects from entering or exiting within 1 mile of your location.
- While Active, your Grand Master Fighting Style causes your slam attacks to reduce the spell resistance of enemies by an equal amount to the damage the slam attack inflicts.
- While Active, your Grand Master Fighting Style forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ monk class level + Wisdom Modifier) or die.
- While Active, your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect, with a caster level equal to your monk class level (DC 10 + ½ monk class level + Wisdom Modifier).
- While Active, your Grand Master Fighting Style causes you to regenerate. You recover a number of points of nonlethal damage each round equal to your monk class level. Unarmed or Slam attacks inflict regular damage.
- While Active, your Grand Master Fighting Style forces any opponent you strike with your slam attack to make a Will save (DC 10 + ½ monk class level + Wisdom Modifier) or become feeble minded.
- While Active, your Grand Master Fighting Style affects every target you strike with a slam attack with the violent thrust version of telekinesis, with a caster level equal to your monk class level. There is no saving throw against this effect.
- Instead of gaining a Grand Master Fighting Style Ability, you may choose two Master Fighting Style Abilities.
Perfect Mastery: Once per day, a Monk of 18th level or higher may activate a Fighting Style, Master Fighting Style, or Grand Master Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this style is still a swift action. Other styles may be activated during this period, though their duration is normally going to be only 1 round.
Grand Master of Flowers: At 20th level, the Monk becomes an Outsider, and immortal of legend. He gains the augmented subtype of his previous type, and has Damage Reduction of 20/Epic.
Naming Your Fighting Style
Roll a d10, or choose an adjective, an animal, and a noun:
Adjective Chart
- Running
- Hungry
- Angry
- Naked
- Drunken
- Fortunate
- Lazy
- Swift
- Powerful
- Enlightened
Animal Chart
- Ox
- Tiger
- Dragon
- Crane
- Monkey
- Turtle
- Manticore
- Serpent
- Hummingbird
- Demon
Noun Chart
- Fist
- Stance
- Spinning Kick
- Attack
- Technique
- Style
- Dance
- Movement
- Touch
- Fu
Note from the authors: Feel free to add any adjectives, animals, or nouns that you want. There's no reason that your character's fighting style has to be called "Naked Tiger Stance" rather than "Astonished Centaur Defense".
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