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Making a Graatel Monk
The monk is a symbol of quiet solitude, endless patience and pure devotion to an idea or philosphy that comes to dominate their life. Graatel monks are joyous individuals who enjoy learning and increasing the knowledge of their orders, even at the risk of danger to themselves. Through rigorous training and dogmatic teachings they learn to become truly fearsome opponents able to dispatch enemies encountered on their quests.
The Graatel monk is very improved over the base monk class. This is due to the base monk class having a laundry list of problematic areas that will be addressed in this build.
Abilities: The Graatel monk most often relies upon Wisdom as this allows many of his abilities to work favorably. Other extremely useful scores are Strength and Dexterity as they increase his damage potential and damage avoidance respectively.
Race: Any race may become a Graatel monk.
Alignment: Any lawful.
Starting Gold: 25 gp
Starting Age: Complex.
|Saving Throws||Special||Flurry of Blows
|1st||+1||+2||+2||+2||Lightning Dodge, Flurry of Blows, Unarmed Combat, Intuitive Strike||–1/–1||1d6||+1||+0 ft.|
|4th||+4||+4||+4||+4||Ki Strike (Magic), Slow Fall 20 ft.||+2/+2||1d8||+2||+10 ft.|
|5th||+5||+4||+4||+4||Purity of Body||+4/+4||1d8||+2||+10 ft.|
|6th||+6/+1||+5||+5||+5||Hardened Fist, Slow Fall 30 ft.||+5/+5/+0||1d8||+3||+20 ft.|
|7th||+7/+2||+5||+5||+5||Wholeness of Body||+6/+6/+1||1d8||+3||+20 ft.|
|8th||+8/+3||+6||+6||+6||Slow Fall 40 ft.||+7/+7/+2||1d10||+3||+20 ft.|
|9th||+9/+4||+6||+6||+6||Improved Evasion||+9/+9/+4||1d10||+3||+30 ft.|
|10th||+10/+5||+7||+7||+7||Ki Strike (Lawful), Slow Fall 50 ft.||+10/+10/+5||1d10||+4||+30 ft.|
|11th||+11/+6/+1||+7||+7||+7||Diamond Body||+11/+11/+6/+1||1d10||+4||+30 ft.|
|12th||+12/+7/+2||+8||+8||+8||Abundant Step, Slow Fall 60 ft.||+12/+12/+7/+2||2d6||+4||+40 ft.|
|13th||+13/+8/+3||+8||+8||+8||Diamond Soul||+13/+13/+8/+3||2d6||+4||+40 ft.|
|14th||+14/+9/+4||+9||+9||+9||Slow Fall 70 ft.||+14/+14/+9/+4||2d6||+5||+40 ft.|
|16th||+16/+11/+6/+6||+10||+10||+10||Ki Strike (Adamantine), Slow Fall 80 ft.||+16/+16/+11/+6/+6||2d8||+5||+50 ft.|
|17th||+17/+12/+7/+7||+10||+10||+10||Timeless Body, Tongue of the Sun and Moon||+17/+17/+12/+7/+7||2d8||+5||+50 ft.|
|18th||+18/+13/+8/+8||+11||+11||+11||Slow Fall 90 ft.||+18/+18/+13/+8/+8||2d8||+6||+60 ft.|
|19th||+19/+14/+9/+9||+11||+11||+11||Empty Body||+19/+19/+14/+9/+9||2d8||+6||+60 ft.|
|20th||+20/+15/+10/+10||+12||+12||+12||Perfect Self, Slow Fall Any Distance||+20/+20/+15/+10/+10||2d10||+6||+60 ft.|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the monk.
Monks are not proficient with any armor or shields.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 1st level. This bonus increases to +2 at level two then by 1 for every four monk levels thereafter (+2 at 2nd, +3 at 6th, +4 at 10th, +5 at 14th, +6 at 18th).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before his next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). He may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies his Strength bonus (not Strength bonus × 1-1/2 or ×1/2) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that he has enough attacks in his flurry of blows routine to do so.
Intuitive Strike: At 1st level a monks wisdom imparts him with a deep understanding of the precise places to strike on the body to cause intense pain and agony. For each unarmed or monk weapon strike the monk makes he may add one additional damage per four monk levels (always rounded down.) The monk may forgo this bonus if he wishes, and he may apply this knowledge to both lethal and non lethal attacks.
Lightning Dodge: At 1st level a monk receives the lightning dodge special ability. In any round that the monk moves he receives a bonus of +1 to AC for each 10 feet moved during his action. This AC bonus only applies to any attacks of opportunity that the monk may trigger during his movement and he loses this bonus immediately after his turn ends. The monks AC bonus from lightning dodge applies against all targets including any creatures he engages at the end of his move (if he moves through a threat range to an enemy it still applies.) This bonus only applies while the monk is unarmored and carrying less than a medium load.
Unarmed Combat: At 1st level, a monk gains Unarmed Combat as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Monk Unarmed Damage by Size.
In addition a Graatel monk gains additional uses of the stunning fist ability at level 6, allowing him to use the ability once per day for every monk level he possesses.
Evasion (Ex): At 2nd level or higher if a monk 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 a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. His unarmed attacks are treated as magic weapons (and can now be enchanted as a masterwork weapon) for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, three times per day. His caster level for this effect is one-half his monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when his time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. He may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed his monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise his monk level, though he retains all his monk abilities.
|25th||+7||+80 ft.||Bonus Feat|
|30th||+9||+100 ft.||Bonus Feat|
Fast Movement: The epic Graatel monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of small and dwarven monks increases by 5 feet instead of 10 feet.