Disciple of Steel (Monk Archetype)

Publisher's Note

While a GM is free to use either the core monk or the unchained monk in her games, we a mix. For more monastic, meditative orders of monks, or for those who rely more on stealth or secrecy, the core monk might be the better choice. For overtly combative orders, the unchained monk (or even the brawler class) might be a more appropriate choice.

The unchained monk is suggested for the Disciple of Steel (this archetype), whereas the core monk is suggested for the Sacred Chain and the Scarred One archetypes.

Disciples of steel are devoted martial artists who wield the iconic weapons of their order as they cut a swath of holy wrath through the ranks of evil.

Requirements

Alignment: Lawful good or lawful neutral.

Adamantine Blade Style

Disciples of steel are proficient only with the dagger, longsword, and short sword. While attacking with a dagger, longsword, or short sword, the disciple of steel deals damage equal to the monk’s standard unarmed damage if it is higher than the weapon’s base amount. For example, a 3rdlevel disciple of steel deals 1d6 points of damage with a dagger or a short sword and 1d8 damage with a longsword.

At 1st level, the disciple of steel’s actual unarmed damage (as opposed to her damage with the dagger, short sword, or longsword) is 1d4 rather than the monk’s usual 1d6. Starting at 4th level, the disciple of steel’s unarmed damage is that of a monk three levels lower than his actual monk level. Thus, a 16th-level disciple of steel deals 2d6 points of damage with his unarmed strikes, but he deals 2d8 damage while using a dagger, longsword, or short sword.

The disciple of steel may treat the dagger, longsword, and short sword as special monk weapons for the purpose of his flurry of blows ability.

This ability modifies weapon proficiencies and unarmed damage.

Favored Enemy (Ex)

At 2nd level, the disciple of steel selects a creature type from the ranger’s favored enemy table. If the disciple of steel chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype. He gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type, as well as a +1 bonus on weapon attack and damage rolls against them.

At 6th level and every four levels thereafter, the bonus against his favored enemy increases by +1.

A disciple of steel may make Knowledge skill checks untrained when attempting to identify or learn the weaknesses and abilities of a favored enemy.

This ability replaces the bonus feat gained at 2nd level.

Devotion Pool (Su)

At 4th level, a disciple of steel gains a pool of devotion points, supernatural energy he can use to accomplish amazing feats. The number of points in a disciple of steel’s devotion pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his devotion pool, he can make a devoted strike.

At 4th level, devoted strike allows any dagger, longsword, or short sword he wields to be treated as a magic weapon for the purpose of overcoming damage reduction.

At 7th level, his dagger, longsword, or short sword is treated as both cold iron and silver for the purpose of overcoming damage reduction.

At 10th level, his dagger, longsword, or short sword is treated as a lawful weapon for the purpose of overcoming damage reduction.

At 16th level, his dagger, longsword, or short sword is treated as an adamantine weapon for the purpose of overcoming damage reduction and bypassing hardness.

In addition, by spending 1 point from his devotion pool, a disciple of steel can do one of the following:

The devotion pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

This ability modifies and replaces ki power.