Scaled Fist

''' is an Archetype of the Monk class in '.

Description
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Monk Proficiencies
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

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.

Scaled Fist Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a scaled fist can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative, Dragon Style, Intimidating Prowess.

At 6th level, the following feats are added to the list: Improved Trip, Improved Disarm, Dazzling Display, Dragon Ferocity.

At 10th level, the following feats are added to the list: Improved Critical, Dragon Roar.

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

Draconic Heritage
At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of dragon.

Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with the energy specific to this dragon, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level.

At 12th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of damage of her energy type per monk level in a 30-foot cone or 60-foot line. Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level + her Charisma modifier) to halve the normal damage.

Draconic Mettle
At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.

Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. The damage dealt by a Medium monk's unarmed strike increases with level: 1d6 on levels 1-3, 1d8 on levels 4-7, 1d10 on levels 8-11, 2d6 on levels 12-15, 2d8 on levels 16-19, 2d10 on level 20.

If the monk is Small, his unarmed strike damage increases as follows: 1d4 on levels 1-3, 1d6 on levels 4-7, 1d8 on levels 8-11, 1d10 on levels 12-15, 2d6 on levels 16-19, 2d8 on level 20.

If the monk is Large, his unarmed strike damage increases as follows: 1d8 on levels 1-3, 2d6 on levels 4-7, 2d8 on levels 8-11, 3d6 on levels 12-15, 3d8 on levels 16-19, 4d8 on level 20.

Improved Unarmed Strike
You are considered to be armed even when unarmed — you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium, 1d2 if Small).

AC Bonus
When unarmored and unencumbered, the Scaled Fist monk adds his Charisma bonus instead of his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Stunning Fist
You know just where to strike to temporarily stun a foe.

Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Evasion
Character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless character does not gain the benefit of evasion.

Improved Evasion
This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.

Ki Strike – Magic
At 3rd level, ki strike allows monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

Ki Power
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Stunning Fist: Fatigue
This ability works as Stunning Fist, but makes the target fatigued for 1 minute on a failed save instead of stunning for 1 round.

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

Style Strike
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.

Ki Strike — Cold Iron and Silver
At 7th level, monk's unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.

Stunning Fist: Sicken
This ability works as Stunning Fist, but makes the target sickened for 1 minute on a failed save instead of stunning for 1 round.

Ki Strike – Lawful
At 10th level, monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.

Ki Strike – Adamantine
At 16th level, monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Ki Power: Perfect Self
At 20th level, a monk becomes a magical creature. 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.