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The Ascetic (Monk Archetype/Alternate Class)


[Flavor Text]

Role:

Alignment: Any lawful

Hit Die: d8

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Table: Ascetic

Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage Armor
Bonus

AC Bonus  Resistance
Bonus
 Deflection
Bonus
Natural Armor
Bonus
Fast movement
1st +0 +2 +2 +2 Ascetic's Vow, Bonus feat, flurry of blows, stunning fist, unarmed strike –1/–1 1d6  +4 +0 +0+0
 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus feat, evasion +0/+0 1d8 +4
+0 +0
 +0 +0 +0 ft.
3rd +2 +3 +3 +3 Endure elements, Fast movement, maneuver training, still mind +1/+1 1d8  +5 +0  +0 +0 +0 +10 ft.
4th +3 +4 +4 +4 Ki pool (magic), slow fall 20 ft. +2/+2 1d8 +5
+1 +0
 +0 +0 +10 ft.
5th +3 +4 +4 +4 High jump, purity of body +3/+3 1d10  +5 +1 +0
 +0 +0 +10 ft.
6th +4 +5 +5 +5 Bonus feat, slow fall 30 ft. +4/+4/–1 1d10  +6 +1 +0
 +1 +0 +20 ft.
7th +5 +5 +5 +5 Training of self +2, Wholeness of body +5/+5/+0 1d10  +6 +1 +1
 +1 +0 +20 ft.
8th +6/+1 +6 +6 +6 Slow fall 40 ft. +6/+6/+1/+1 2d6  +6 +2  +1 +1+1
+20 ft.
9th +6/+1 +6 +6 +6 Improved evasion +7/+7/+2/+2 2d6  +7 +2  +1 +1+1
+30 ft.
10th +7/+2 +7 +7 +7 Bonus feat, Ki pool (lawful), slow fall 50 ft. +8/+8/+3/+3 2d6  +7 +2 +1
+1
+1
+30 ft.
11th +8/+3 +7 +7 +7 Training of self +4/+2, Diamond body +9/+9/+4/+4/–1 2d8  +7 +2  +1+1
 +1+30 ft.
12th +9/+4 +8 +8 +8 Abundant step, slow fall 60 ft. +10/+10/+5/+5/+0 2d8  +8 +3  +2+2
 +1+40 ft.
13th +9/+4 +8 +8 +8 Diamond soul +11/+11/+6/+6/+1 2d8  +8 +3  +2 +2+1
+40 ft.
14th +10/+5 +9 +9 +9 Bonus feat, slow fall 70 ft. +12/+12/+7/+7/+2 2d10  +8 +3  +2+2
+1
+40 ft.
15th +11/+6/+1 +9 +9 +9 Training of self +6/+4/+2, Quivering palm +13/+13/+8/+8/+3/+3 2d10 +9
+3  +2+2
+1
+50 ft.
16th +12/+7/+2 +10 +10 +10 Ki pool (adamantine), slow fall 80 ft. +14/+14/+9/+9/+4/+4/–1 2d10 +9
+4  +2 +2+2
+50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and moon +15/+15/+10/+10/+5/+5/+0 4d6 +9
+4  +3 +2+2
+50 ft.
18th +13/+8/+3 +11 +11 +11 Bonus feat, slow fall 90 ft. +16/+16/+11/+11/+6/+6/+1 4d6 +10
+4  +3+3
+2
+60 ft.
19th +14/+9/+4 +11 +11 +11 Training of self +8/+6/+4/+2, Empty body +17/+17/+12/+12/+7/+7/+2 4d6  +10 +4  +3 +3 +2
+60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect self, slow fall any distance +18/+18/+13/+13/+8/+8/+3 4d8  +10 +5 +3
 +3 +2
+60 ft.

Class Features

All of the following are class features of the monk.

Weapon Proficiency: Monks are proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword*.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

* Per Advanced Player's Guide.

The Ascetic's Vow

An Ascetic Monk holds himself to incredibly high standards of self-perfection. In doing so, he has sworn off the majority of material possessions, and has attained spiritual benefits in their place. An Ascetic follows these principles:

  • He does not own or use magical or masterwork weapons, implements, or tools.
  • He wears simple, non-lavish clothing with no magical properties.
  • He does not knowingly possess or utilize any magical object valued more than 50gp, nor any object at all valued at more than 100gp.
  • Above all, he does not attempt to bypass his self-imposed restrictions.
Breaking any of the above principles causes an Ascetic to effectively become a normal ex-Monk of equal level. He must put forth great effort to regain Ascetic abilities and be able to gain new levels of Ascetic.

Armor Bonus (Ex)

When unarmored and unencumbered, an ascetic also gains an armor bonus to his AC as shown under the Armor Bonus column in Table: Ascetic.

Flurry of Blows (Ex)

FAQ/Errata
The monk rules for flurry of blows state: "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.
So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike

An Ascetic's unarmed strike damage progresses quicker than a normal Monk's.

Bonus Feat

At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:

Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list:

Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex)

At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Endure Elements (Ex)

At 3rd level and higher, an Ascetic is highly resistant to adverse conditions, as per endure elements.

Evasion (Ex)

At 2nd level or higher, a monk can avoid damage from many area-effect attacks. 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.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)

At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Ki Pool (Su)

At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming 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 overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. modifier. 

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

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

Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex)

At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Training Of Self (Su)

At 7th level, an Ascetic gains a +2 bonus to one ability score of his choosing.

At 11th level, the Ascetic's bonus to that ability score increases by two and he gains a +2 bonus to a different ability score of his choosing.

At 15th level, the Ascetic's bonuses to those two ability scores increase by two and he gains another +2 bonus to a different ability score of his choosing.

At 19th level, the Ascetic's bonuses to those three ability scores increase by two and he gains a final +2 bonus to allot to a different ability score.

All of these bonuses are enhancement bonuses.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

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. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

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.

Quivering Palm (Su)

Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

Timeless Body (Ex)

At 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. Age 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 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

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/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic 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.

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.