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Class:Monk

From DDO Compendium


Monks use an energy called ki to perform amazing techniques in battle. Usually fighting without weapons and armor, they can assist allies or destroy enemies but take longer to master than the other melee classes.

Solo Ability: Very Good.

Important stats:

Strength and Wisdom are the most important stats for monks. Strength affects melee attack chance and damage, and high wisdom boosts a monk's defenses and amplifies many special attacks.

Dexterity is important for monks who want to further improve defense and reflexes.

Typical abilities: Stunning Fist, Deflect Arrows.

Monks can study different philisophical paths to allow them to use a number of special moves in battle.

Through intense physical training and mental discipline, monks gain the ability to generate and control ki. They use this vital energy to launch powerful combination attacks and project amazing beneficial effects.

In order to use their special abilities, monks must be in a state of physical and mental balance called being centered. To remain centered, a monk cannot wear armor and must fight unarmed or with special monk weapons like staffs and kamas.

Hit Die:D8
Base Skill Points Each Level:4
Path(s):The Path of Shadow, Two-headed Heron, The Path of Light, Shintao Monk, Ninja Spy, Henshin Mystic, Henshin Mystic, Ninja Spy, Shintao Monk
True Reincarnation Feat(s):Past Life: Monk
1 +0 2 2 2
2 +1 3 3 3
3 +2 3 3 3
4 +3 4 4 4
5 +3 4 4 4
6 +4 5 5 5
7 +5 5 5 5
8 +6 / +1 6 6 6
9 +6 / +1 6 6 6
10 +7 / +2 7 7 7
11 +8 / +3 7 7 7
12 +9 / +4 8 8 8
13 +9 / +4 8 8 8
14 +10 / +5 9 9 9
15 +11 / +6 / +1 9 9 9
16 +12 / +7 / +2 10 10 10
17 +12 / +7 / +2 10 10 10
18 +13 / +8 / +3 11 11 11
19 +14 / +9 / +4 11 11 11
20 +15 / +10 / +5 12 12 12

Balance Allows you to recover your balance and stand back up when knocked down.
Concentration Allows you a chance to continue casting a spell when you would normally be interrupted by taking damage. For characters with ki, concentration allows you to retain more base ki and slows the rate at which your ki dissipates.\n\nDetails: To maintain concentration when you take damage, you roll 1d20 and add your concentration skill. The result must equal or exceed 10 + the level of spell you are trying to cast + the incoming damage amount.
Diplomacy Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. Any accumulated threat you have with enemies that you successfully diplomacize is reduced.
Hide Allows you to sneak past monsters, avoiding their sight. This is only used while sneaking.
Jump Allows you to jump higher. To jump, press the spacebar.
Listen Allows you to hear enemies that are trying to move silently as well as subtle noises which others may not hear.
Move Silently Allows you to sneak past monsters, avoiding their hearing. This is only used while sneaking.
Spot Allows you to sense the presence of nearby hidden doors, traps, and objects, and to spot enemies that are trying to hide. This skill is passive (always on). Note that traps with a Spot Difficulty Check (DC) above 20 can only be spotted by rogues.
Swim Allows you to swim faster and hold your breath for a longer period of time when underwater.
Tumble Allows you to tumble and roll away from attacking enemies. To tumble, hold down the 'Shift' key and then hit one of the four movement keys. Also reduces the damage you take from falling.

1 Attack Your basic attack. When activated, you will continue attacking until your target is defeated.
1 Defensive Fighting While using Defensive Fighting mode, you trade attack bonus for a small AC bonus. Casting a spell ends this mode.
1 Disciple of Breezes The wind is untouchable, and you have taken your first steps on the path to understanding what it is to be a leaf on the wind.
1 Disciple of Candles The sun burns with an eternal fire, and you have taken your first steps on the path to understanding that power and intensity.
1 Disciple of Pebbles The mountain is eternal, and you have taken your first steps on the path to understanding the unyielding resilience of stone.
1 Disciple of Puddles The sea is teeming with life in motion, and you have taken your first steps on the path to understanding the way of the sea.
1 Exotic Weapon Proficiency You do not suffer an attack penalty for exotic weapons.

Type(s): Proficiency: Shuriken, Proficiency: Kama

1 Finishing Moves Through careful use of their abilities, monks can unlock special finishing moves to perform amazing effects. This button changes into various finishing moves as they become available.
1 Flurry of Blows While centered (unarmored, unencumbered, and either unarmed or wielding monk weapons such as the kama, quarterstaff, or shuriken), you get an increase to your attack bonus, and more of your attacks will successfully strike your opponent as a result. This attack bonus increase starts at 1 (at level 1) and increases by 1 for every four additional monk levels. Some rare items are enchanted as 'Ki Weapons' and can be used with your monk abilities, and certain feats or enhancements can further expand the list of weapons available to your monk.
1 Heroic Durability Increases your maximum hit points by 20.
1 Martial Weapon Proficiency You do not suffer an attack penalty for martial weapons.

Type(s): Proficiency: Handaxe

1 Simple Weapon Proficiency You do not suffer an attack penalty for simple weapons.

Type(s): Proficiency: Unarmed, Proficiency: Dagger, Proficiency: Club, Proficiency: Light Crossbow, Proficiency: Quarterstaff, Proficiency: Heavy Crossbow

1 Sneak Uses your Move Silently and Hide in Shadows skills to stealth through dungeons.
1 Sunder Using this attack, you may reduce the target's Armor Class by 4 for a short time. Some creatures may be immune to the sunder effect. A successful Fortitude save negates this effect. (DC 10 + Str mod)
1 Trip Using this attack, you may trip the target, rendering it prone. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 10 + Str mod)
1 Unarmed Strike While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
2 Evasion When you make a successful Reflex save to avoid damage, you suffer no damage instead of half damage.
2 Meditation Your enlightenment allows you to regenerate ki at a faster rate.
3 Finishing Moves: Path of Harmonious Balance Through careful use of their abilities, monks can unlock special finishing moves to perform amazing effects. This is a list of finishing moves available to monks that follow the Path of Harmonious Balance.
3 Finishing Moves: Path of Inevitable Dominion Through careful use of their abilities, monks can unlock special finishing moves to perform amazing effects. This is a list of finishing moves available to monks that follow the Path of Inevitable Dominion.
3 Still Mind Your training and meditation improve your resistance to mind-affecting attacks, granting you a +2 bonus on saves against enchantments.
4 Ki Strike: Magic All of your unarmed melee attacks are empowered with ki and are considered magical for damage reduction purposes.
4 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
4 Unarmed Strike While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
5 AC Bonus Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
5 Purity Of Body You have gained control over your body's immune system and are now unaffected by all diseases.
6 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
7 Wholeness of Body Your enlightenment allows you to heal your own wounds.
8 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
8 Unarmed Strike While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
9 Improved Evasion When you fail a Reflex save to avoid damage, you suffer only half damage.
10 AC Bonus Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
10 Curse of the Void Void:Dark:Void Finisher - You strike your opponent down with a terrible curse, confusing their mind and rendering them unable to recognize their friends. You can make an attack that charms your opponent for a short period of time. A successful Will save negates this effect. (DC 10 + Monk Level + Wisdom mod) Each time the target takes damage there is a chance that they will break free of this effect.
10 Ki Strike: Lawful All of your unarmed melee attacks are empowered with ki and are considered lawful for damage reduction purposes.
10 Moment of Clarity Void:Light:Void Finisher - Activate this finisher to clear away all distractions from your allies, granting a +5 Insight bonus to hit and a +5 Insight bonus to skill checks for a very short period of time. This ability functions only in private instances.
10 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
11 Diamond Body You have firm control over your metabolism and are now immune to poison.
12 Abundant Step You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk.
12 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
12 Unarmed Strike While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
13 Diamond Soul You gain spell resistance equal to your monk level + 10, protecting you from non-damaging spells.
14 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
15 AC Bonus Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
15 Quivering Palm The monk delivers a fatal attack by sending waves of vibrations through the target. This attack only works while the monk is unarmed.
16 Ki Strike: Adamantine All of your unarmed melee attacks are empowered with ki and are considered adamantine for damage reduction purposes.
16 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
16 Unarmed Strike While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.
17 Timeless Body Your soul is balanced. No corrupt influences can possess your body after death - you are immune to the spawn effect of most undead.
18 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
19 Empty Body You are able to focus your ki and walk the edge of the Plane of Shadow, mimicing the effects of a Shadow Walk spell. While this effect is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.
20 AC Bonus Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
20 Perfect Self You have transcended your former race, and are now considered a Lawful Outsider. You have gained damage reduction 10 / epic. Warforged retain most living construct traits.
20
20 Shining Star Earth:Air:Fire Finisher - You use the combined power of Earth, Wind, and Fire to set up harmonic vibrations within your enemy that force them to dance. A successful Will save negates this effect. (DC 10 + Monk Level + Charisma mod)
20 Slow Fall Your focus allows you to bend nature around you to make gravity have less effect. This is an active feat, and can be turned off should you desire normal gravity to affect you.
20 Unarmed Strike While centered (unarmored, unencumbered, and wielding monk weapons), your fists and feet are lethal weapons.

Monks may select one additional feat at levels 1, 2, 3, and 6 from the list below.
Combat ExpertiseWhile using Combat Expertise mode, you trade up to 5 of your attack bonus for the same amount of extra AC. Spells cost double spell points to cast when this mode is active. (not available at level 3)
Deflect ArrowsOnce every few seconds, you are able to block some projectiles that would otherwise hit you. (not available at level 3)
DiehardYou automatically stabilize when incapacitated. (not available at level 3)
DisciplineYou are difficult to distract with spell or blow. You receive a +1 to Will saves and a +2 bonus on Concentration checks. (not available at level 3)
DodgeGrants you a +1 bonus to your Armor Class that stacks with all other bonuses to AC. This will appear as a feat bonus on your character sheet. (not available at level 3)
Great FortitudeGrants you a +2 bonus on your Fortitude saves. (not available at level 3)
Improved SunderUsing this attack, you may reduce the target's Armor Class by 5 and lowers forticaton by 10%. A successful Fortitude save negates this effect. (DC 14 + Str mod). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. (not available at level 3)
Improved TripUsing this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 14 + Str mod) (not available at level 3)
Iron WillGrants you a +2 bonus on your Will saves. (not available at level 3)
Lightning ReflexesGrants you a +2 bonus on your Reflex saves. (not available at level 3)
MobilityIncreases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. (not available at level 3)
Path of Harmonious Balance: Fists of LightYou have chosen to follow the path of light. You seek to be at harmony with the world, and your training will reflect your philosophy. You can activate this ability to channel positive energy into your attack, dealing 4 to 24 additional damage against undead, and applying a healing shield to your target which heals your allies that strike your target. On a vorpal strike (natural 20 followed by critical confirmation), you deal an additional 1 to 50 positive energy damage to undead.\n\nD&D Dice: Activate this ability to deal 4d6 additional damage to undead plus another 1d50 to undead on vorpal. (not available at levels 1, and 2)
Path of Inevitable Dominion: Fists of DarknessYou have chosen to follow the path of darkness. You seek to dominate the world, and your training will reflect your philosophy. You can activate this ability to channel negative energy into your attack, dealing 2 to 20 additional damage against living creatures and then 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 1 to 50 negative energy damage.\n\nD&D Dice: Activate this ability to deal 2d10 additional damage to living creatures plus another 1d50 damage on vorpal. (not available at levels 1, and 2)
Power AttackWhile using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon, you gain double the bonus to damage. (not available at level 3)
PrecisionWhile using Precision mode, you trade half of your damage for a +4 bonus to your attack rolls, and bypass 25% fortification. (not available at level 3)
ResilienceWhile using Resilience mode, you trade attack bonus and half of your damage for a bonus to saves. Casting a spell ends this mode. (not available at level 3)
Shuriken ExpertiseYou are skilled with the use of the shuriken, and have a chance to throw an additional one per throw. (Percent chance to throw an additional shuriken is equal to your Dexterity.) (not available at level 3)
Stunning FistA swift unarmed attack to vulnerable areas that cause your target to be stunned for a short period of time. (not available at level 3)
ToughnessIncreases your hit points by +3 at first level, and 1 additional hit point for each additional level. (not available at level 3)
Two Handed FightingIncreases the damage of glancing blow attacks when wielding a two-handed weapon by 10% (from a base of 20% normal weapon damage). Also grants a 3% chance for weapon effects to trigger on glancing blows. (not available at level 3)
Two Weapon FightingReduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or as an unarmed monk) by 20% to 40%. (not available at level 3)
Weapon FinesseYou can use your Dexterity bonus instead of Strength bonus to determine bonus to attack with certain weapons if it is higher. (not available at level 3)
Whirling Steel StrikeYou treat longswords as if they were monk weapons, remaining centered when you wield them. (not available at level 3)
Zen ArcheryYou can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher. You treat shortbows and longbows as if they were ki weapons. (not available at level 3)

1 Improved Balance I
Grants a +1 bonus to your Balance skill. Requires 1 level in a class that possesses Balance as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Rogue Level 1
Monk Level 1
1 Improved Concentration I
Grants a +1 bonus to your Concentration skill. Requires 1 level in a class that possesses Concentration as a class skill.
Cost: 1 action point
Classes: Sorcerer Level 1
Wizard Level 1
Bard Level 1
Cleric Level 1
Paladin Level 1
Ranger Level 1
Monk Level 1
Favored Soul Level 1
Artificer[v] Level 1
1 Improved Jump I
Grants a +1 bonus to your Jump skill. Requires 1 level in a class that possesses Jump as a class skill.
Cost: 1 action point
Classes: Barbarian Level 1
Bard Level 1
Fighter Level 1
Ranger Level 1
Rogue Level 1
Monk Level 1
Favored Soul Level 1
1 Improved Spot I
Grants a +1 bonus to your Spot skill. Requires 1 level in a class that possesses Spot as a class skill.
Cost: 1 action point
Classes: Ranger Level 1
Rogue Level 1
Monk Level 1
Artificer[v] Level 1
1 Improved Tumble I
Grants a +1 bonus to your Tumble skill. Requires 1 level in a class that possesses Tumble as a class skill.
Cost: 1 action point
Classes: Bard Level 1
Rogue Level 1
Monk Level 1
2 Monk Wisdom I
Grants a +1 increase to your Wisdom score.
Cost: 2 action points
Spent: 2 action points
2 Void Strike I
Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 1 to 4 additional force damage. Requires Strength, Dexterity, Constitution, and Wisdom 10.\n\nD&D Dice: Deals 1d4 force damage.
Cost: 1 action point
Spent: 3 action points
2 Way of the Clever Monkey I
Like a monkey, no trap in the world can catch you. You gain +1 to your Haggle skill and all saves against traps, as well as energy resistance 2 to all 5 energy types. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
2 Way of the Elegant Crane I
Like a crane, you strike with precision and elegance. You gain +1 to your Diplomacy skill, and generate 1 additional Ki on critical hits. Your training has left you more fragile than normal, however, and you have a -2 penalty to Fortitude saves. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
2 Way of the Faithful Hound I
Like a hound, you are ever vigilant and at home amidst the pack. You gain +1 to your Listen skill and a +2 bonus to hit flanked opponents. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
2 Way of the Patient Tortoise I
Like a tortoise, you are calm at heart, and worries roll off of you. You gain +1 to your Concentration skill and 5 additional hit points. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
2 Way of the Tenacious Badger I
Like a badger, you are most dangerous when grievously injured. You gain +1 to your Intimidate skill, and whenever you are below 15% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating. You may only study one animal path.
Cost: 1 action point
Spent: 3 action points
3 Lifting the Veil
Your meditations allow you to clear the vision of an ally. This mirrors the effects of a Remove Blindness spell.
Cost: 2 action points
Spent: 6 action points
3 Monk Improved Recovery I
You heal for 10% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 2 action points
Spent: 6 action points
4 Improved Balance II
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Balance I
Classes: Bard Level 4
Rogue Level 4
Monk Level 4
4 Improved Concentration II
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Concentration I
Classes: Sorcerer Level 4
Wizard Level 4
Bard Level 4
Cleric Level 4
Paladin Level 4
Ranger Level 4
Monk Level 4
Favored Soul Level 4
Artificer[v] Level 4
4 Improved Jump II
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Jump I
Classes: Barbarian Level 4
Bard Level 4
Fighter Level 4
Ranger Level 4
Rogue Level 4
Monk Level 4
Favored Soul Level 4
4 Improved Spot II
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Spot I
Classes: Ranger Level 4
Rogue Level 4
Monk Level 4
Artificer[v] Level 4
4 Improved Tumble II
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 2. Requires 4 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 11 action points
Requires All of: Improved Tumble I
Classes: Bard Level 4
Rogue Level 4
Monk Level 4
4 Static Charge
You strike your opponent and curse them to feel the fury of the sky. For the next 30 seconds, any electrical attack targeting them deals 10% more damage.
Cost: 2 action points
Spent: 6 action points
4 The Receptive Earth
Your meditations allow you to purify an ally of infection. This mirrors the effects of a Remove Disease spell.
Cost: 2 action points
Spent: 10 action points
5 Porous Soul
You strike your opponent and curse them to draw acid in like a sponge. For the next 30 seconds any acid attack targeting them deals 10% more damage.
Cost: 2 action points
Spent: 10 action points
5 Restoring the Balance
Your meditations allow you to restore the harmony of an ally, dispelling hostile energies twisting your target's ki. This mirrors the effects of a Remove Curse spell.
Cost: 2 action points
Spent: 14 action points
5 Way of the Clever Monkey II
Like a monkey, no trap in the world can catch you. You gain an additional +1 to your Haggle skill and all saves against traps, bringing the total increase to these to 2, and now have energy resistance 4.
Cost: 2 action points
Spent: 14 action points
5 Way of the Elegant Crane II
Like a crane, you strike with precision and elegance. You gain an additional +1 to your Diplomacy skill, bringing your total increase to 2, and now generate 2 additional Ki on critical hits. Your training has left you more fragile than normal, however, and you have a -2 penalty to Fortitude saves.
Cost: 2 action points
Spent: 14 action points
5 Way of the Faithful Hound II
Like a hound, you are ever vigilant and at home amidst the pack. You gain an additional +1 to your Listen skill, bringing your total increase to 2, and now get a +3 bonus to hit flanked opponents.
Cost: 2 action points
Spent: 14 action points
5 Way of the Patient Tortoise II
Like a tortoise, you are calm at heart, and worries roll off of you. You gain an additional +1 to your Concentration skill, bringing the total increase to 2, and an additional 5 hit points, bringing the total increase to 10.
Cost: 2 action points
Spent: 14 action points
5 Way of the Tenacious Badger II
Like a badger, you are most dangerous when grievously injured. You gain an additional +1 to your Intimidate skill, bringing your total increase to 2, and whenever you are below 20% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
Cost: 2 action points
Spent: 14 action points
6 Adept of Flame
The sun burns with an eternal fire, and you continue on the path to understanding that intensity. This enhancement will grant you a new combat stance and a special attack. Requires Strength 14.
Cost: 2 action points
Spent: 18 action points
Requires All of: Disciple of Candles
Grants: Sun Stance, Fires of Purity II
6 Adept of Rain
The sea is always in motion, and you continue on the path to understanding the way of the sea. This enhancement will grant you a new combat stance and a special attack. Requires Wisdom 14.
Cost: 2 action points
Spent: 18 action points
Requires All of: Disciple of Puddles
Grants: Ocean Stance, Flowing Water Strike II
6 Adept of Rock
The mountain is eternal, and you continue on the path to understanding the way of stone. This enhancement will grant you a new combat stance and a special attack. Requires Constitution 14.
Cost: 2 action points
Spent: 18 action points
Requires All of: Disciple of Pebbles
Grants: Mountain Stance, Strike of the Enduring II
6 Adept of Wind
The wind is untouchable, and you continue on the path to understanding what it is to be like the wind. This enhancement will grant you a new combat stance and a special attack. Requires Dexterity 14.
Cost: 2 action points
Spent: 18 action points
Requires All of: Disciple of Breezes
Grants: Wind Stance, Storm Strike II
6 Difficulty at the Beginning
Your meditations allow you to fill an ally with cleansing energy. This mirrors the effects of a Lesser Restoration spell.
Cost: 2 action points
Spent: 18 action points
6 Eagle Claw Attack
Your attacks can shatter objects. You strike at weak points in your opponent's armor or hide, reducing their armor class by 4 for a short period of time. This attack also makes the target easier to strike with grazing hits, reducing the required d20 roll by 2. A successful Fortitude save negates this effect. (DC 10 + Half Monk Level + Wisdom mod + Sunder modifiers) The target receives periodic saves to attempt to break free of this effect.
Cost: 1 action point
Spent: 19 action points
Requires All of: Adept of Flame
6 Fists of Iron
You have imbued your attacks with extra force. Performs a melee attack with +1 critical multiplier.
Cost: 1 action point
Spent: 19 action points
Requires All of: Adept of Rock
6 Monk Ninja Spy I
You are trained as a stealthy killer. You are considered proficient in short swords and treat them as ki weapons. You gain +2 Balance, Hide, Move Silently and gain 1 to 6 sneak attack damage as if you were a rogue. While sneaking, you move 10% faster and your passive ki generation when centered is increased by 1. You can expend ki to enter shadow form, becoming invisible and partially insubstantial.\n\nD&D Dice: Grants 1d6 additional sneak attack damage.
Cost: 4 action points
Spent: 16 action points
Grants: Ninja Spy: Shadow Fade
6 Monk Wisdom II
Grants an additional +1 to your Wisdom score.
Cost: 4 action points
Spent: 16 action points
Requires All of: Monk Wisdom I
6 Shintao Monk I
You guide others on the path of enlightenment, leading by example. You gain the ability to expend ki to smite 'tainted' creatures (aberrations, extraplanar creatures that are not Lawful Outsiders, and undead). You gain +2 to Diplomacy, Heal, and Intimidate, and a permanent Protection from Tainted Creatures effect (warding against mental domination and granting a +2 deflection bonus to AC and a +2 resistance bonus to saves against attacks from extraplanar creatures, aberrations, and undead). Your unarmed attacks now bypass Byeshk damage reduction.
Cost: 4 action points
Spent: 16 action points
6 Ten Thousand Stars
Activate this ability to enter a trance for 30 seconds (or until you become uncentered) that gives you a chance to throw multiple shuriken at a time. Wisdom increases your chance for additional projectiles and increases the potential number of additional projectiles. This ability will work with bows if you have the Zen Archery feat, but Manyshot and this ability cannot be used at the same time.
Cost: 1 action point
Spent: 19 action points
Requires All of: Adept of Wind
6 Unbalancing Strike
Your have learned several joint strikes. You can attack these weak points of your opponent, throwing them off balance for a short period of time. This reduces their armor class 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 + Trip modifiers) The target receives periodic saves to attempt to break free of this effect.
Cost: 1 action point
Spent: 19 action points
Requires All of: Adept of Rain
6 Winter's Touch
You strike your opponent and curse them to feel the chill of death. For the next 30 seconds any cold attack targeting them deals 10% more damage.
Cost: 2 action points
Spent: 14 action points
7 All-Consuming Flame
You strike your opponent and curse them to light up like tinder. For the next 30 seconds any fire attack targeting them deals 10% more damage.
Cost: 2 action points
Spent: 18 action points
7 Monk Improved Recovery II
You heal for 20% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 4 action points
Spent: 20 action points
Requires All of: Monk Improved Recovery I
7 Void Strike II
Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 2 to 8 additional force damage. Your enemy is dazed on what would be a vorpal attack (natural 20 followed by critical confirmation).\n\nD&D Dice: Deals 2d4 force damage.
Cost: 2 action points
Spent: 22 action points
Requires All of: Void Strike I
8 Improved Balance III
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Balance II
Classes: Bard Level 8
Rogue Level 8
Monk Level 8
8 Improved Concentration III
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Concentration II
Classes: Sorcerer Level 8
Wizard Level 8
Bard Level 8
Cleric Level 8
Paladin Level 8
Ranger Level 8
Monk Level 8
Favored Soul Level 8
Artificer[v] Level 8
8 Improved Jump III
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Jump II
Classes: Barbarian Level 8
Bard Level 8
Fighter Level 8
Ranger Level 8
Rogue Level 8
Monk Level 8
Favored Soul Level 8
8 Improved Spot III
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Spot II
Classes: Ranger Level 8
Rogue Level 8
Monk Level 8
Artificer[v] Level 8
8 Improved Tumble III
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 3. Requires 8 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 27 action points
Requires All of: Improved Tumble II
Classes: Bard Level 8
Rogue Level 8
Monk Level 8
9 Rise of the Phoenix
Your meditations allow you to restore the spirit of one who has fallen before their destiny has been achieved. This mirrors the effects of a Raise Dead spell on dead allies, but costs you a significant amount of health and ki.
Cost: 4 action points
Spent: 28 action points
9 Touch of Death
You strike a living opponent down with twisted ki, dealing 500 additional negative energy damage. Your opponent takes half damage on a successful Fortitude save (DC = 10 + Wisdom Modifier + your monk level).
Cost: 4 action points
Spent: 28 action points
10 Monk Wisdom III
Grants an additional +1 to your Wisdom score.
Cost: 6 action points
Spent: 30 action points
Requires All of: Monk Wisdom II
10 Way of the Clever Monkey III
Like a celestial monkey, no trap in the world can catch you. You gain an additional +1 to your Haggle skill and all saves against traps, bringing the total increase to these to 3, and now have energy resistance 6.
Cost: 3 action points
Spent: 33 action points
10 Way of the Elegant Crane III
Like a celestial crane, you strike with precision and elegance. You gain an additional +1 to your Diplomacy skill, bringing your total increase to 3, and now generate 3 additional Ki on critical hits. Your training has left you more fragile than normal, however, and you have a -2 penalty to Fortitude saves.
Cost: 3 action points
Spent: 33 action points
10 Way of the Faithful Hound III
Like a celestial hound, you are ever vigilant and at home amidst the pack. You gain an additional +1 to your Listen skill, bringing your total increase to 3, and now get a +4 bonus to hit flanked opponents.
Cost: 3 action points
Spent: 33 action points
10 Way of the Patient Tortoise III
Like an axiomatic tortoise, you are calm at heart, and worries roll off of you. You gain an additional +1 to your Concentration skill, bringing the total increase to 3, and an additional 5 hit points, bringing the total increase to 15.
Cost: 3 action points
Spent: 33 action points
10 Way of the Tenacious Badger III
Like an axiomatic badger, you are most dangerous when grievously injured. You gain an additional +1 to your Intimidate skill, bringing your total increase to 3, and whenever you are below 25% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
Cost: 3 action points
Spent: 33 action points
11 Monk Improved Recovery III
You heal for 30% more any time you receive positive energy healing such as that from cure spells and cure potions.
Cost: 6 action points
Spent: 34 action points
Requires All of: Monk Improved Recovery II
12 Improved Balance IV
Grants an additional +1 bonus to your Balance skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Balance as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Balance III
Classes: Bard Level 12
Rogue Level 12
Monk Level 12
12 Improved Concentration IV
Grants an additional +1 bonus to your Concentration skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Concentration as a class skill.
Cost: 1 action point
Spent: 43 action points
Classes: Sorcerer Level 12
Wizard Level 12
Bard Level 12
Cleric Level 12
Paladin Level 12
Ranger Level 12
Monk Level 12
Favored Soul Level 12
Artificer[v] Level 12
12 Improved Jump IV
Grants an additional +1 bonus to your Jump skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Jump as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Jump III
Classes: Barbarian Level 12
Bard Level 12
Fighter Level 12
Ranger Level 12
Rogue Level 12
Monk Level 12
Favored Soul Level 12
12 Improved Spot IV
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Spot as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Spot III
Classes: Ranger Level 12
Rogue Level 12
Monk Level 12
Artificer[v] Level 12
12 Improved Tumble IV
Grants an additional +1 bonus to your Tumble skill, bringing the total increase to 4. Requires 12 levels in a class that possesses Tumble as a class skill.
Cost: 1 action point
Spent: 43 action points
Requires All of: Improved Tumble III
Classes: Bard Level 12
Rogue Level 12
Monk Level 12
12 Master of Bonfires
The sun burns with an eternal fire, and you continue on the path to understanding that intensity. This enhancement will grant you a new combat stance and a special attack. Requires Strength 16.
Cost: 3 action points
Spent: 41 action points
Requires All of: Adept of Flame
Grants: Greater Sun Stance, Fires of Purity III
12 Master of Stone
The mountain is eternal, and you continue on the path to understanding the way of stone. This enhancement will grant you a new combat stance and a special attack. Requires Constitution 16.
Cost: 3 action points
Spent: 41 action points
Requires All of: Adept of Rock
Grants: Greater Mountain Stance, Strike of the Enduring III
12 Master of the Sea
The sea is always in motion, and you continue on the path to understanding the way of the sea. This enhancement will grant you a new combat stance and a special attack. Requires Wisdom 16.
Cost: 3 action points
Spent: 41 action points
Requires All of: Adept of Rain
Grants: Greater Ocean Stance, Flowing Water Strike III
12 Master of Thunder
The wind is untouchable, and you continue on the path to understanding what it is to be like the wind. This enhancement will grant you a new combat stance and a special attack. Requires Dexterity 16.
Cost: 3 action points
Spent: 41 action points
Requires All of: Adept of Wind
Grants: Greater Wind Stance, Storm Strike III
12 Monk Ninja Spy II
Your skill with the blade improves. You gain Improved Critical: Shortsword, an additional +2 Balance, Hide, and Move Silently, and an additional 2 to 12 sneak attack damage (for a total of 3 to 18 sneak attack damage). You move an additional 10% faster while sneaking. You can expend ki to enter the Dance of the Water Strider, running on liquids so long as you continue to move and maintain your concentration.\n\nD&D Dice: Grants 2d6 additional sneak attack damage (for a total of 3d6).
Cost: 2 action points
Spent: 42 action points
Requires All of: Monk Ninja Spy I
Grants: Ninja Spy: Dance of the Water Strider
12 Shintao Monk II
Invaders from other realities have learned to fear your prowess. You gain an additional +2 to Diplomacy, Heal, and Intimidate, and the ability to expend ki to dismiss outsiders, or to strike 'tainted' creatures (aberrations, extraplanar creatures that are not classified as 'Lawful Outsiders', and undead) with an attack that increases their vulnerability to physical damage. Your Protection from Tainted Creatures bonuses increase to a +4 deflection bonus to AC and a +4 resistance bonus (against attacks from extraplanar creatures, aberrations, and undead), and your unarmed attacks now bypass Cold Iron damage reduction.
Cost: 2 action points
Spent: 42 action points
Requires All of: Shintao Monk I
Grants: Shintao Monk: Jade Strike, Shintao Monk: Dismissing Strike
13 Void Strike III
Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 4 to 16 additional force damage. Your enemy is paralyzed on what would be a vorpal attack (natural 20 followed by critical confirmation).\n\nD&D Dice: Deals 4d4 force damage.
Cost: 3 action points
Spent: 45 action points
15 Way of the Clever Monkey IV
Like a celestial monkey, no trap in the world can catch you. You gain an additional +1 to your Haggle skill and all saves against traps, bringing the total increase to these to 4, and now have energy resistance 8.
Cost: 4 action points
Spent: 52 action points
15 Way of the Elegant Crane IV
Like a celestial crane, you strike with precision and elegance. You gain an additional +1 to your Diplomacy skill, bringing your total increase to 4, and now generate 4 additional Ki on critical hits. Your training has left you more fragile than normal, however, and you have a -2 penalty to Fortitude saves.
Cost: 4 action points
Spent: 52 action points
15 Way of the Faithful Hound IV
Like a celestial hound, you are ever vigilant and at home amidst the pack. You gain an additional +1 to your Listen skill, bringing your total increase to 4, and now get a +5 bonus to hit flanked opponents.
Cost: 4 action points
Spent: 52 action points
15 Way of the Patient Tortoise IV
Like an axiomatic tortoise, you are calm at heart, and worries roll off of you. You gain an additional +1 to your Concentration skill, bringing the total increase to 4, and an additional 5 hit points, bringing the total increase to 20.
Cost: 4 action points
Spent: 52 action points
15 Way of the Tenacious Badger IV
Like an axiomatic badger, you are most dangerous when grievously injured. You gain an additional +1 to your Intimidate skill, bringing your total increase to 4, and whenever you are below 30% health, you automatically regenerate Ki. Your patience has suffered however, and you generate Ki slower when meditating.
Cost: 4 action points
Spent: 52 action points
18 Grandmaster of Mountains
The mountain is eternal, as are you. This enhancement will grant you a new combat stance and a special attack. Requires Constitution 18.
Cost: 4 action points
Spent: 64 action points
Requires All of: Master of Stone
Grants: Ultimate Mountain Stance, Strike of the Enduring IV
18 Grandmaster of Oceans
The sea is always in motion, as are you. This enhancement will grant you a new combat stance and a special attack. Requires Wisdom 18.
Cost: 4 action points
Spent: 64 action points
Requires All of: Master of the Sea
Grants: Ultimate Ocean Stance, Flowing Water Strike IV
18 Grandmaster of Storms
The wind is untouchable, as are you. This enhancement will grant you a new combat stance and a special attack. Requires Dexterity 18.
Cost: 4 action points
Spent: 64 action points
Requires All of: Master of Thunder
Grants: Ultimate Wind Stance, Storm Strike IV
18 Grandmaster of the Sun
The sun burns with an eternal fire, as do you. This enhancement will grant you a new combat stance and a special attack. Requires Strength 18.
Cost: 4 action points
Spent: 64 action points
Requires All of: Master of Bonfires
Grants: Ultimate Sun Stance, Fires of Purity IV
18 Shintao Monk III
You have reached the heights of enlightenment, and are a defender of the natural world. You gain an additional +2 to Diplomacy, Heal, and Intimidate, and the ability to expend ki to stun opponents at range or lock 'tainted' creatures (aberrations, extraplanar creatures that are not classified as 'Lawful Outsiders', and undead) in a tomb of jade. Your Protection from Tainted Creatures bonuses increase to a +6 deflection bonus to AC and a +6 resistance bonus (against attacks from extraplanar creatures, aberrations, and undead), and your unarmed attacks now bypass Silver damage reduction.
Cost: 2 action points
Spent: 66 action points
Requires All of: Shintao Monk II
Grants: Shintao Monk: Kukan-Do, Shintao Monk: Tomb of Jade
19 Void Strike IV
Your studies do not consist only of the elemental paths. You have learned to make attacks backed by pure ki energy. Activate this ability to make an attack with 8 to 32 additional force damage. Your enemy is erased from existence on what would be a vorpal attack (natural 20 followed by critical confirmation).\n\nD&D Dice: Deals 8d4 force damage.
Cost: 4 action points
Spent: 68 action points
20 Monk Serenity
Your understanding of things has evolved to a level that defies description. You are a paragon of centeredness. You gain +2 Wisdom, +10 Concentration, and your passive ki generation when centered is increased by 1. (This stacks with the bonus from Greater and Ultimate Ocean Stance.)
Cost: 2 action points
Spent: 74 action points

Contents

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

  • Monk Serenity
    • 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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