Alignment Restriction
Any Lawful: Because of the devotion and discipline required to perfect mind, body, and soul, a monk can not stray from the path he walks. Monks must be of the Lawful alignment to progress. Newly-created Monks must pick a legal alignment. Existing characters who don't meet this restriction may not multiclass into Monk.
Updated: July 8, 2010
Ki
This is your source of supernatural power as a monk. It is gained through training of mind, body, and soul as you work towards the path of Enlightenment. You gain Ki as you strike at targets, for each successful hit against an enemy you gain 1 point of Ki added to you Ki Pool. Concentration is important for this because it determines how much Ki you can hold as well as how fast you degenerate Ki. Read below for information on Concentration.
Updated: July 8, 2010
Concentration
Concentration [Skill]: This determines the maximum amount of Ki you can store without decay - you're able to store a maximum stable Ki pool equal to your Concentration skill (including modifiers). When you rest, your Ki pool is set to this amount, whether you have more or less Ki in your pool. If your Ki pool increases over this amount, the excess Ki begins to bleed off at a rate determined by your Concentration skill and how much Ki you're currently storing. Be mindful of how much Ki you have before you spend it on your abilities.
For example, as a level 1 Monk your maximum Ki pool is 60, and your total Concentration score is 5. This means you can store a total of 60 Ki, but any Ki in your pool greater than 5 will drain off over time. Using your abilities, you can spend Ki to reduce your current total below this amount, so again be mindful of this yellow bar!
Useful Feats
Discipline [Feat]: Gives you a +2 to your Concentration and +1 to Will saves.
Skill Focus (Concentration) [Feat]: Gives you a +3 bonus to your Concentration skill
Important!
Do NOT take the Combat Casting feat as a monk. It only increases your concentration skill for the purposes of not losing a spell while casting arcane or divine spells, but does not modify your actual Concentration skill.
Useful Enhancements
Improved Concentration I/II/III/IV: Gives you a +1 bonus to concentration for each Improved Concentration enchanement taken.
Way of the Patient Tortoise I/II/III/IV: Gives you +1 bonus to concentration for each Way of the Patient Tortoise taken as well as +5 Max Hitpoints each time.
Updated: April 20, 2011
Ki Moves
Ki Moves are a type of strike or ability that are used to apply damage, effects, or spell-like abilities to yourself an enemy, target, or ally. Each of these abilities has a “Ki Cost” to activate.
These abilities usually have an elemental attribute to them, but not all do. These abilities can be sequenced to trigger special Finishing Moves. Finishing Moves are listed in another section, futher down.
The elemental moves of air, fire, earth, and water coincide in acquirement with elemental stances. These stances are listed in the next section.
Stunning Fist - Monk Bonus Feat Only 1st, 2nd, or 6th Levels (Select)
Ki Cost: 15 - N/A - You stun your opponent. Every hit on a stunned enemy is critical. DC (10 + 1/2 monk level + Wisdom mod) Fortitude save to resist.
Wholeness of Body - Monk Bonus Feat 7th Level (Automatic)
Ki Cost: 10 - N/A - Your enlightenment allows you to heal your own wounds. You enter a meditative state that increases your HP by 1/2 Monk level + Wisdom every 2 seconds for 30 seconds.
Quivering Palm - Monk Bonus Feat 15th Level (Automatic)
Ki Cost: 30 - N/A - The target must pass a DC (10 + 1/2 monk level + Wisdom mod) Fortitude save or instantly die, this is a Death Effect.
Way of Air
Storm Strike I - Disciple of Breezes Feat (Automatic)
Ki Cost: 5 - Air - You deal 1d6 (1 to 6) additional lighting damage.
Storm Strike II - Adept of Wind Enhancement (Select)
Ki Cost: 6 - Air - You deal 2d6 (2 to 12) additional lighting damage.
Storm Strike III - Master of Thunder Enhancement (Select)
Ki Cost: 7 - Air - You deal 2d10 (2 to 20) additional lighting damage.
Storm Strike IV - Grandmaster of Storms Enhancement (Select)
Ki Cost: 8 - Air - You deal 2d20 (2 to 40) additional lighting damage.
Ten Thousand Stars - Level 6 Monk Enhancement (Select)
Ki Cost: 20 - Air - Activate this ability to dramatically increase your thrown weapon attack speed for a short period of time.
Way of Fire
Fires of Purity I - Disciple of Candles Feat (Automatic)
Ki Cost: 5 - Fire - You deal 1d6 (1 to 6) additional fire damage.
Fires of Purity II - Adept of Flame Enhancement (Select)
Ki Cost: 6 - Fire - You deal 2d6 (2 to 12) additional fire damage.
Fires of Purity III - Master of Bonfires Enhancement (Select)
Ki Cost: 7 - Fire - You deal 2d10 (2 to 20) additional fire damage.
Fires of Purity IV- Grandmaster of the Sun Enhancement (Select)
Ki Cost: 8 - Fire - You deal 2d20 (2 to 40) additional fire damage.
Eagle Claw Attack - Level 6 Monk Enhancement (Select)
Ki Cost: 5 - Fire - You reduce opponent's AC by 4 for a short period of time. A successful Fortitude save negates this effect. (DC 10 + Half Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect.
Way of Earth
Strike of the Enduring I - Disciple of Pebbles Feat (Automatic)
Ki Cost: 5 - Earth - You deal 4 additional damage.
Strike of the Enduring II - Adept of Rock Enhancement (Select)
Ki Cost: 6 - Earth - You deal 8 additional damage.
Strike of the Enduring III- Master of Stone Enhancement (Select)
Ki Cost: 7 - Earth - You deal 12 additional damage, and 2d6 (2 to 12) acid damage on critical hits.
Strike of the Enduring IV - Grandmaster of Mountains Enhancement (Select)
Ki Cost: 8 - Earth - You deal 16 additional damage, and 2d10 (2 to 20) acid damage on critical hits.
Fists of Iron - Level 6 Monk Enhancement (Select)
Ki Cost: 5 - Earth - Performs a melee attack with +1 critical multiplier.
Way of Water
Flowing Water Strike I - Disciple of Puddles Feat (Automatic)
Ki Cost: 5 - Water - You deal 1d6 (1 to 6) additional cold damage.
Flowing Water Strike II - Adept of Rain Enhancement (Select)
Ki Cost: 6 - Water - You deal 2d6 (2 to 12) additional cold damage.
Flowing Water Strike III - Master of Sea Enhancement (Select)
Ki Cost: 7 Ki - Water - You deal 2d10 (2 to 20) additional cold damage.
Flowing Water Strike IV - Grandmaster of Oceans Enhancement (Select)
Ki Cost: 8 - Water - You deal 2d20 (2 to 40) additional cold damage.
Unbalancing Strike - Level 6 Monk Enhancement (Select)
Ki Cost: 5 - Water - This reduces an opponent's AC by 2, applies a -10 penalty to their Balance skill, and renders them vulnerable to sneak attacks. A successful Reflex save negates this effect. (DC 10 + Half Monk Level + Wisdom mod) The target receives periodic saves to attempt to break free of this effect.
Way of the Void
Void Strike I - Level 2 Monk Enhancement (Select)
Ki Cost: 5 - Void - You deal 1d4 (1 to 4) additional force damage.
Void Strike II - Level 7 Monk Enhancement (Select)
Ki Cost: 6 - Void - You deal 2d4 (2 to 8) additional force damage. Your enemy is dazed on what would be a vorpal attack (natural 20 followed by critical confirmation).
Void Strike III - Level 13 Monk Enhancement (Select)
Ki Cost: 7 - Void - You deal 4d4 (4 to 16) additional force damage. Your enemy is paralyzed on what would be a vorpal attack (natural 20 followed by critical confirmation).
Void Strike IV - Level 19 Monk Enhancement (Select)
Ki Cost: 8 - Void - You deal 8d4 (8 to 32) additional force damage. Your enemy is erased from existance on what would be a vorpal attack (natural 20 followed by critical confirmation).
Path of Harmonious Balance
Path of Harmonious Balance: Fists of Light - Monk Bonus Feat at 3rd Level (Select)
Ki Cost: 10 Light - You deal 4d6 (4 to 24) additional positive damage against undead, and applying a healing shield to your target that heals allies that strike your target. On a vorpal strike (natural 20 followed by critical confirmation), you deal an additional 1d50 (1 to 50) positive energy damage to undead.
Lifting the Veil - Level 3 Monk Enhancement (Select)
Ki Cost: 20 - Light - This mirrors the effects of a Remove Blindness spell.
Receptive Earth - Level 4 Monk Enhancement (Select)
Ki Cost: 20 - Light - This mirrors the effects of a Remove Disease spell.
Restoring the Balance - Level 5 Monk Enhancement (Select)
Ki Cost: 20 - Light - This mirrors the effects of a Remove Curse spell.
Difficulty at the Beginning - Level 6 Monk Enhancement (Select)
Ki Cost: 20 - Light - This mirrors the effects of a Lesser Restoration spell.
Rise of the Phoenix - Level 9 Monk Enhancement (Select)
Ki Cost: 50 - HP Cost: 50 - Light - This mirrors the effects of a Raise Dead spell.
Path of Inevitable Dominion
Path of Inevitable Dominion: Fists of Darkness - Monk Bonus Feat at 3rd Level (Select)
Ki Cost: 10 - Dark - You deal 2d10 (2 to 20) additional negative damage against living creatures and rendering the target shaken. (A successful DC 10 + Monk Level + Wisdom Mod Will save negate the shaken effect.) On a vorpal strike (natural 20 followed by critical confirmation), you deal an additional 1d50 (1 to 50) negative energy damage.
Static Charge - Level 4 Monk Enhancement (Select)
Ki Cost: 10 - Dark - For the next 30 seconds, any electrical attack targeting them deals 10% more damage.
Porous Soul - Level 5 Monk Enhancement (Select)
Ki Cost: 10 - Dark - For the next 30 seconds, any acid attack targeting them deals 10% more damage.
Winter's Touch - Level 6 Monk Enhancement (Select)
Ki Cost: 10 - Dark - For the next 30 seconds, any cold attack targeting them deals 10% more damage.
All-Consuming Flame - Level 7 Monk Enhancement (Select)
Ki Cost: 10 - Dark - For the next 30 seconds, any fire attack targeting them deals 10% more damage.
Touch of Death - Level 9 Monk Enhancement (Select)
Ki Cost: 50 - Dark - Your attack deals 500 additional negative energy damage. A successful fortitude save will half damage(DC = 10 + Wisdom Modifier + your monk level).
Shintao Monk
Shintao Monk: Smite Tainted Creature - Prestige Enhancement: Shintao Monk I (Select)
Ki Cost: 15 - Light - With this attack you gain twice your Wisdom modifier to your attack roll and a damage bonus based on your monk level against tainted creatures (Extraplaner (Non-Lawful Outsiders), Abberation, and Undead Creatures). A tainted target will be locked in a tomb of jade on vorpal attacks (natural 20 followed by critical confirmation) on a failed Will save. (DC = 10 + Wisdom Modifier + your monk level.) Extraplanar Aberrations and Undead Creatures must succeed at two consecutive Will saves.
Shintao Monk: Dismissing Strike - Prestige Enhancement: Shintao Monk II (Select)
Ki Cost: 25 - Light - You perform a melee attack that attempts to force an extra planar enemy back to its proper plane. A successfull Will save negates. (DC = 10 + Wisdom Modifier + your monk level).
Shintao Monk: Jade Strike - Prestige Enhancement: Shintao Monk II (Select)
Ki Cost: 10 - Light - Tainted creatures (Extraplaner (Non-Lawful Outsiders), Abberation, and Undead Creatures) get a 10% physical damage vulnerability and lose 25% fortification. A successfull Will save negates. (DC = 10 + Wisdom Modifier + your monk level). Effects are doubled on Extraplaner Abberations or Extraplaner Undead. Extraplanar Aberrations and Undead Creatures must succeed at two consecutive Will saves.
Shintao Monk: Kukan-Do - Prestige Enhancement: Shintao Monk III (Select)
Ki Cost: 25 - Light - Your gaze stuns enemies for a short time upon eye contact after failing a Will save. (DC = 10 + Charisma Modifier + your monk level.) Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this ability. Sightless creatures are unaffected by this ability.
Shintao Monk: Tomb of Jade - Prestige Enhancement: Shintao Monk III (Select)
Ki Cost: 25 - Light - You encase a tainted creature (Extraplaner (Non-Lawful Outsiders), Abberation, and Undead Creatures) in a tomb of jade on a failed Will save. (DC = 10 + Wisdom Modifier + your monk level.) Extraplanar Aberrations or Undead must succeed at two consecutive Will saves.
Ninja Spy
Ninja Spy: Shadow Fade - Prestige Enhancement: Ninja Spy I (Select)
Ki Cost: 15 - Dark - You focus your Ki and draw shadows around you like a cloak, becoming invisible and insubstantial. Lasts 60 Seconds.
Ninja Spy: Dance of the Water Strider - Prestige Enhancement: Ninja Spy II (Select)
Ki Cost: 20 - Dark - You run across liquids as if they where solid - so long as you maintain your concentration and make no other action. Hazardous liquids (such as lava) will inflict their effects on you as if you were wading in them.
Updated: April 20, 2011
Elemental Stances
Elemental Stances are a set of stances a monk can trigger. These stances will modify ability scores and grant abilities based on the stance, making the monk in that stance mirror the abilities of the element of the stance thay are in.
Way of Air
Lesser Wind Stance - Disciple of Breezes Feat (Automatic)
+2 Dexterity, -2 Constitution, 7.5% Enhancement bonus to attack speed, 2.5% Insight bonus to Doublestrike
Wind Stance - Adept of Wind Enhancement (Select)
+2 Dexterity, -2 Constitution, 10% Enhancement bonus to attack speed, 5% Insight bonus to Doublestrike
Greater Wind Stance - Master of Thunder Enhacement (Select)
+3 Dexterity, -2 Constitution, 12.5% Enhancement bonus to attack speed, 7.5% Insight bonus to Doublestrike
Greatest Wind Stance - Grandmaster of Storms Enhancement (Select)
+4 Dexterity, -2 Constitution, 15% Enhancement bonus to attack speed, 10% Insight bonus to Doublestrike
Way of Fire
Lesser Sun Stance - Disciple of Candles Feat (Automatic)
+2 Strength, -2 Wisdom, +1 Ki on hit, +2 Ki on critical hit
Sun Stance - Adept of Flame Enhancement (Select)
+2 Strength, -2 Wisdom, +1 Ki on hit, +3 Ki on critical hit
Greater Sun Stance - Master of Bonfires Enhancement (Select)
+3 Strength, -2 Wisdom, +1 Ki on hit, +4 Ki on critical hit
Greatest Sun Stance: Grandmaster of the Sun Enhancement (Select)
+4 Strength, -2 Wisdom, +1 Ki on hit, +5 Ki on critical hit
Way of Earth
Lesser Mountain Stance - Disciple of Pebbles Feat (Automatic)
+2 Constitution, -2 Dexterity, DR 2/-, +1 Ki point when hit by a foe, +2 Ki when critically hit, +1 DR when blocking, -7% to movement speed
Mountain Stance - Adept of Rock Enhancement (Select)
+2 Constitution, -2 Dexterity, DR 4/-, +1 Ki point when hit by a foe, +3 Ki when critically hit, +2 DR when blocking, -7% to movement speed
Greater Mountain Stance - Master of Stone Enhancement (Select)
+3 Constitution, -2 Dexterity, DR 6/-, +1 Ki point when hit by a foe, +4 Ki when critically hit, +2 DR when blocking, -7% to movement speed
Greatest Mountain Stance - Grandmaster of Mountains Enhancement (Select)
+4 Constitution, -2 Dexterity, DR 8/-, +1 Ki point when hit by a foe, +5 Ki when critically hit, +3 DR when blocking, -7% to movement speed
Way of Water
Lesser Ocean Stance - Disciple of Puddles Feat (Automatic)
+2 Wisdom, -2 Strength, +2 AC while tumbling, +2 to all saving throws
Ocean Stance - Adept of Rain Enhancement (Select)
+2 Wisdom, -2 Strength, +4 AC while tumbling, +3 to all saving throws
Greater Ocean Stance - Master of Sea Enhancement (Select)
+3 Wisdom, -2 Strength, +6 AC while tumbling, +4 to all saving throws
Greatest Ocean Stance - Grandmaster of Oceans Enhancement (Select)
+4 Wisdom, -2 Strength, +8 AC while tumbling, +5 to all saving throws
Updated: July 13, 2010
Finishing Moves
A “Finishing Move” is a special ability a monk can use only when certain conditions are met. This is done by using Ki Moves in the proper sequence to trigger a Finishing Move. (These actions do not need to hit/effect an enemy or a target). Once the Finishing Move is ready, your Finishing Move feat icon will change from a non-functional icon into a specific icon to resemble the Finishing Move. In addition, your body starts radiating ki and beings to crackle with this new found energy.
For example, The Trembling Earth says it's an Earth:Earth:Earth Finisher. This means it requires you to use three earth Ki Moves in a row in order to trigger it.
Note that the finishing moves have a Ki Cost in addition to the Ki Cost for each ability needed to complete the action sequence to prepare the Finishing Move - meaning you might not have enough Ki to trigger it before the time limit expires. For example, The Trembling Earth requires a combined total 25 Ki to perform if you use Strike of the Enduring I three times to gain The Trembling Earth.
The saving throws for a Finishing Moves normally has a DC of (10 + Monk level + Wisdom modifier), unless otherwise mentioned. The saves are deliberately higher than normal moves to compensate for the difficulty in using them.
Normally any action other than attack, meditation, or movement will usually interrupt this sequence and also disperses any “charged” Finishing Move.
Element Categories
Earth = Way of Earth moves
Air = Way of Air moves
Fire = Way of Fire moves
Water = Way of Water moves
Void = Way of the Void moves
Light = Path of Harmonious Balance and Shintao Monk moves
Dark = Path of Inevitable Dominion and Ninja Spy moves
Finishing Moves
Breath of the Fire Dragon - Level 1 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Fire:Fire:Fire Finisher - A cone of searing flame shoots forth, damaging the targets in the area of the flames for 1d6 (1 to 6) damage each monk level. A successful Reflex save reduces the damage by half.
The Gathering Storm - Level 1 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Air:Air:Air Finisher - Target takes a -2 on attack rolls for 30 seconds. A successful Fortitude save ends this effect. Undead are immune.
The Raging Sea - Level 1 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Water:Water:Water Finisher - This attack slows your enemies attacks. A successful Fortitude ends this effect. Lasts for 30 seconds.
The Trembling Earth - Level 1 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Earth:Earth:Earth Finisher - The force of the earth is behind your attacks, increasing your critical attack multiplyer by 2 and partially bewildering your foe, preventing them from casting spells. A successfull Fortitude ends this effect. Lasts 30 seconds.
Finishing Moves: Path of Harmonious Balance
Aligning the Heavens - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Water:Light:Water - Water:Light:Water Finisher - Activate to reduce the spell point costs of all nearby allies by a 25% for 60 Seconds.
Dance of Clouds - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Air:Light:Air Finisher – Activate to grant all nearby allies 20% concealment for 60 seconds.
Grasp the Earth Dragon - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Earth:Light:Earth Finisher – Activate to grant all nearby allies become immunity to daze, stun, and sleep for 30 seconds.
Healing Ki - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Light:Light:Light Finisher – Activate to heal all nearby allies for 1d4 (1 to 4), plus an additional 1d4 (1 to 4) for every two monk levels. (Does not harm undead)
Walk of the Sun - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Fire:Light:Fire – Activate to grant nearby allies gain a +2 morale bonus to attack, saves, and skills for 60 seconds.
Finishing Moves: Path of Inevitable Dominion
Pain Touch - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Earth:Dark:Earth - Target is nauseated for 60 seconds. Periodic fortitude saves to negate.
Falling Star Strike - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Air:Dark:Air Finisher - Target is blinded for 60 seconds. Periodic fortitude saves to negate.
Freezing The Lifeblood - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Water:Dark:Water Finisher – Your attack paralyzes a humanoid and making them helpless for 60 seconds. A successful fortitude save negates this effect. This target periodically makes a save to attempt to break free of this effect.
Karmic Strike - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Fire:Dark:Fire Finisher - The attack is automatically a critical threat, but then next strike on you for 3 seconds will also be a critical. Unknown if Fortification applies. Apparently it is broken.
Touch of Despair - Level 3 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Dark:Dark:Dark Finisher – This strike causes and enemy to take half healing from positive energy, reduces fortification by 25%, and causes the opponent to take 25% more damage from negative energy for 60 seconds. A successful Fortitude save negates this effect.
Finishing Moves: Way of the Void
Curse of the Void - Level 10 Monk Bonus Feat (Automatic)
Ki Cost: 25 - Void:Dark:Void Finisher - You can make an attack that charms your opponent for a short period of time. A successful Will save negates this effect. Each time the target takes damage there is a chance that they will break free of this effect.
Moment of Clarity - Level 10 Monk Bonus Feat (Automatic)
Ki Cost: 25 - Void:Light:Void Finisher - Activate this to grant your allies a +5 Insight bonus to hit and to skill checks for a very short period of time.
Finishing Move: Capstone
Shining Star - Level 20 Monk Bonus Feat (Automatic)
Ki Cost: 10 - Earth:Air:Fire Finisher - You use the combined power of Earth, Wind, and Fire to force your enemy to dance. A successful Will save negates this effect. (DC 10 + Monk Level + Charisma mod)
Updated: July 8, 2010
Monk Capstone
- Prerequisites: Level 20 Monk, 74 Action points spent
- Cost: 2 Action Points
- Benefit: You are a paragon of understanding and serenity:
- You are considered like a Lawfull Outsider and no more your former race (human, halfling...) for skill/spell restriction
- Your Concentration is increased by 10.
- Your centered ki generation is increased by 1.(ie your regenerate up to your concentration and go down to around twice your concentration)
http://compendium.ddo.com/wiki/Release_Notes_Lamannia_Update_9.0_Official#Capstone_Enhancements_2
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