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PlayerMonk01

Monk is a class in Pathfinder: Kingmaker.

For the truly exemplary, martial skill transcends the battlefield — it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Gameplay[]

Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.


Progression Table[]

Level BAB Fort Ref Will Features
1 +1 +2 +2 +0 AC Bonus - WIS to AC,
Flurry of Blows,
Stunning Fist,
Monk Bonus Feat,
Improved Unarmed Strike (small: 1d4 | medium: 1d6 | large: 1d8)
2 +2 +3 +3 +0 Evasion,
Bonus Feat
3 +3 +3 +3 +1 Ki Pool,
Ki Strike - Magic,
Fast movement +10
4 +4 +4 +4 +1 Still Mind,
Ki power,
Stunning Fist: Fatigue,
AC Bonus +1,
Unarmed Strike dmg ↑ (s: 1d6 | m: 1d8 | l: 2d6)
5 +5 +4 +4 +1 Purity of Body,
Style strike
6 +6/+1 +5 +5 +2 Bonus Feat,
Ki power,
Fast movement +20
7 +7/+2 +5 +5 +2 Ki Strike - Cold Iron and Silver
8 +8/+3 +6 +6 +2 Stunning Fist: Sicken,
Ki power,
AC Bonus +2,
Unarmed Strike dmg ↑ (s: 1d8 | m: 1d10 | l: 2d8)
9 +9/+4 +6 +6 +3 Improved Evasion,
Style strike,
Fast movement +30
10 +10/+5 +7 +7 +3 Bonus Feat,
Ki power,
Ki Strike - Lawful
11 +11/+6/+1 +7 +7 +3 Flurry of blows (bonus attack)
12 +12/+7/+2 +8 +8 +4 Ki power,
AC Bonus +3,
Fast movement +40,
Unarmed Strike dmg ↑ (s: 1d10 | m: 2d6 | l: 3d6)
13 +13/+8/+3 +8 +8 +4 Style strike
14 +14/+9/+4 +9 +9 +4 Bonus Feat,
Ki power
15 +15/+10/+5 +9 +9 +5 Style strike (2/round),
Fast movement +50
16 +16/+11/+6/+1 +10 +10 +5 Ki power,
[[#Ki Strike - Adamantine]|Ki Strike - Adamantine]],
AC Bonus +4,
Unarmed Strike dmg ↑ (s: 2d6 | m: 2d8 | l: 3d8)
17 +17/+12/+7/+2 +10 +10 +5 Style strike
18 +18/+13/+8/+3 +11 +11 +6 Bonus Feat,
Ki power,
Fast movement +60
19 +19/+14/+9/+4 +11 +11 +6
20 +20/+15/+10/+5 +12 +12 +6 Perfect Self,
Ki power,
AC Bonus +5,
Unarmed Strike dmg ↑ (s: 2d8 | m: 2d10 | l: 4d8)


Base Features[]

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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, sianhgam, 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.




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AC Bonus

When unarmored and unencumbered, the monk adds 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.




Improved 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 at levels 1–3, 1d8 at levels 4–7, 1d10 at levels 8–11, 2d6 at levels 12–15, 2d8 at levels 16–19, and 2d10 at level 20.

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

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





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.




Stunning Fist

At 1st level, a monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.

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Monk Bonus Feat

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

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

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

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


This article may need cleanup to meet quality standards.
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Reason: "at level 6, WotR adds Trip and Disarm. To check in KM if improved Trip/Disarm are added instead."




Evasion

At 2nd level, a monk can avoid even magical and unusual attacks with great agility. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless monk does not gain the benefit of evasion.





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Ki Pool

At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.

A monk gains additional powers that consume points from his ki pool as he gains levels.

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




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Ki Strike - Magic

At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.




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Ki Strike - Cold Iron and Silver

At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.




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Ki Strike - Lawful

At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.




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Ki Strike - Adamantine

At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.




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Fast Movement

At 3rd level, a monk gains a +10 enhancement bonus to his base speed. A monk in armor or carrying a medium or heavy load loses this extra speed.

For every 3 levels above 3rd, the bonus improves by 10 feet.




Stunning Fist: Fatigue

At 4th level, when a monk uses his Stunning Fist ability, he can make the target fatigued for 1 minute on a failed save instead of stunning for 1 round.

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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.




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Still Mind

At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.




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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.




Purity of Body

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




Stunning Fist: Sicken

At 8th level, when a monk uses his Stunning Fist ability, he can make the target sickened for 1 minute on a failed save instead of stunning for 1 round.

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Improved Evasion

At 9th level, while a monk still takes no damage on a successful Reflex saving throw against an attack, they also take only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.




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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 non-chaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.



Selectable Features[]

Ki Powers[]

Each time a monk learns a new ki power, they may pick one of the following features.

Ki Power Monk Level Ki Pool Points Description
Barkskin

4 1 A monk with this ki power can spend 1 point from his ki pool as a standard action to grant himself a tough skin. The effect grants a +2 enhancement bonus to the monk's existing natural armor bonus to AC. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
Works just like Barkskin spell, but lasts for 10 minutes per Monk level.
True Strike

4 1 A monk with this ki power can spend 1 point from his ki pool as a standard action to gain temporary, intuitive insight into the immediate future during his next attack. The monk's next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, he is not affected by the miss chance that applies to attackers trying to strike a concealed target.
Sudden Speed

4 1 A monk with this ki power can spend 1 point from his ki pool as a swift action to grant himself a sudden burst of speed. This increases the monk's base land speed by 30 feet for 1 minute.
Scorching Ray

4 2 A monk with this ki power can spend 2 point from his ki pool as a standard action to blast his enemies with a searing beam of fire. The monk may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
Abundant Step

8 2 At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures with him when he uses this ability.
Wholeness of Body

8 2 By spending 2 point from his ki pool as a standard action, the monk can heal a number of hit points of damage equal to his monk level.
Restoration

8 2 A monk with this ki power can spend 2 point from his ki pool as a standard action to dispel temporary negative levels or one permanent negative level.

Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score. It also eliminates any fatigue or exhaustion suffered by the target.

Poison

8 2 A monk with this ki power can spend 2 point from his ki pool as a standard action to infect the subject with a horrible poison by making a successful melee touch attack. This poison deals 1d3 Constitution damage per round for 6 rounds.
Spit Venom

10 2 A monk with this ki power can spend 2 point from his ki pool as a standard action to spit a stream of venom at a target using a ranged touch attack. If the venom hits, it causes blindness for 1 round. The target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is equal to the spell's DC.
Diamond Body

12 <tbc> A monk gains immunity to poisons of all kinds.
Shout

14 3 A monk with this ki power can spend 3 point from his ki pool as a standard action to unleash a sudden blast of sonic energy that strikes his opponent. The target takes 1d6 points of sonic damage per level (maximum 20d6) and is stunned for 1 round; a successful Fortitude save reduces the damage by half and negates the stun.
Diamond Soul

14 <tbc> A monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Cold Ice Strike

14 3 A monk with this ki power can spend 3 point from his ki pool as a swift action to create a shredding flurry of ice slivers, which blast from his hand in a line. The line deals 1d6 points of cold damage per caster level (maximum 15d6)
Quivering Palm

16 4 A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. The target must make a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wisdom modifier) or die. Using this ability is a standard action that costs 4 ki points.

Style Strikes[]

Each time a monk learns a new style strike, they may pick one of the following features.

Style Strike Description
Defensive Spin

The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself.
Hammerblow

The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit.
Leg Sweep

The monk attempts to sweep his foe's leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity.
Shattering Punch

The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.

Archetypes[]

Archetype Gains Loses
Scaled Fist
Sensei
Traditional Monk
Quarterstaff Master
Sohei
Student of Stone
Zen Archer
Drunken Master

Scaled Fist

Gains


Loses


Sensei

Gains


Loses


Traditional Monk

Gains


Loses


Quarterstaff Master

Gains


Loses


Sohei

Gains


Loses


Student of Stone

Gains


Loses


Zen Archer

Gains


Loses


Drunken Master

Gains


Loses

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