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.
Click 'Expand' on the box below to view a complete list of Abilities for the Unarmed skill.
2Base Features
3Selectable Features
Gameplay[edit | edit source]
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.
Alignment: Any lawful
Hit Die: d8
Skill Ranks per Level: 3 + 1/2 Int modifier
Base Features[edit | edit source]
Monk Proficiencies[edit | edit source]
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.
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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.
Stunning Fist[edit | edit source]
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.
Monk Bonus Feat[edit | edit source]
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: Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative
At 6th level, the following feats are added to the list: Improved Trip, Improved Disarm
At 10th level, the following feats are added to the list: Improved Critical.
A monk need not have any of the prerequisites normally required for these feats to select them.
Evasion[edit | edit source]
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[edit | edit source]
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 Pool[edit | edit source]
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.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
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.
Fast Movement[edit | edit source]
At 3rd level, a monk gains a 10 enhancement bonus to his land speed. A monk in armor or carrying a medium or heavy load loses this extra speed.
For every 3 levels above the 3rd the bonus improves by 10ft.
Ki Strike – Magic[edit | edit source]
At 3rd level, ki strike allows monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Still mind[edit | edit source]
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Power[edit | edit source]
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[edit | edit source]
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[edit | edit source]
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Style Strike[edit | edit source]
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[edit | edit source]
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[edit | edit source]
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[edit | edit source]
At 10th level, monk's unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
Ki Strike – Adamantine[edit | edit source]
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[edit | edit source]
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.
Selectable Features[edit | edit source]
Ki power: Abundant Step[edit | edit source]
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.
Ki power: Barkskin[edit | edit source]
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 monk's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
Ki power: Cold Ice Strike[edit | edit source]
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).
Ki power: Diamond body[edit | edit source]
A monk gains immunity to poisons of all kinds.
Ki power: Diamond Soul[edit | edit source]
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.
Ki power: Extra attack[edit | edit source]
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.
Ki power: Poison[edit | edit source]
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.
Ki power: Quivering Palm[edit | edit source]
A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Target must make a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier) or die. Using this ability is a standard action that costs 4 ki points.
Ki power: Restoration[edit | edit source]
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.
Ki power: Scorching Ray[edit | edit source]
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. 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.
Ki power: Shout[edit | edit source]
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.
Ki power: Spit Venom[edit | edit source]
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.
Sensei Advice: Sudden Speed[edit | edit source]
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.
Ki power: True Strike[edit | edit source]
A monk with this ki power can spend 1 point from his ki pool as a standart action to gain temporary, intuitive insight into the immediate future during his next attack. 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.
Ki power: Wholeness of Body[edit | edit source]
By spending 2 point from his ki pool as a standard action monk can heal a number of hit points of damage equal to his monk level.
Archetypes[edit | edit source]
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Retrieved from 'https://pathfinderkingmaker.gamepedia.com/index.php?title=Monk&oldid=7888'
Author:
Votes:
+5 (78% positiv)
Created:
November 17, 2018 at 1:49 pm
Updated:
November 17, 2018 at 1:56 pm
Planner:
⚙ Open in Build Planner
Welcome to my highly flexible Unarmed Build!
I’m theorycrafting a lot about it. There are a few ways to go craft an unarmed build. I focused mainly on synergies and some flexibility to change up perk cards for different content.
The Offense
The damage comes from: Incisor & Martial Artist & Iron Fist & Strange In Numbers & Adrenaline & Bloody Mess
Additionally from Starched Genes if you manage to mutate to Talons (+25% Unarmed Dmg, +Bleed Dmg).
Sideboard
Sometimes I need a change. this build can easily switch to:
Two-handed melee weapons: Remove Iron Fist and use rank 1 of Slugger, Expert Slugger and Master Slugger.
One-handed melee weapons: Remove Iron Fist and use rank 1 of Gladiator, Expert Gladiator and Master Gladiator.
This makes it very easy to do some quests with different weapons just for fun, without changing much.
The Defense
We are not in Power Armor and still are tough as main tank.
Close gaps to enemies
One important part is that we can close gaps without taking too much damage. This way we can still play aggressive if we arrive at the enemy (PvP mostly).
With Action Girl & Dodgy & Marathoner & Moving Target we can sprint to our enemies like a mad man (mostly PvP oriented). But this is also important in PvE since you don’t get XP when you aren’t hitting the enemies. So you need to be at the front all the time.
Additionally Squad Maneuver helps is to get there faster.
Reduce Damage
With Barbarian & Blocker & Refractor (read more about this below) & Ironclad & Bodyguards & Suppressor our damage reduction is really high.
Radicool gives us up to +20 Damage Resist because of Barbarian. But this is experimental. If it is too risky to get to 3 or more strengh out of Radicool it would probably be better to take Ironclad up to R5.
In PvE it’s maybe even worth it to carry one Ironclad R4 and one Ironclad R5 to switch depending on the content.
Just don’t die
With Nerd Rage we increease DR and AP regen which helps us even more with Dodgy. If we’re really in danger we can use sprinting to active Moving Target o get away. Because of Marathoner we conserve our Action Points for Dodgy.
The Charisma Sideboard
For Charisma there are a few options:
The Solo Build Remove Bodyguards & Strange In Numbers & Squad Maneuver to free up 6 Charisma. Use 4 for Lone Wanderer R3 and Field Surgeon.
The Team Quest Build Quests aren’t hard and faster leveling means more perk Cards to pick. So use Inspirational R3 instead of Bodyguards as long as you are looking for more perk cards. Bonus Tipp: Use Makeshift Warrior instead of First Aid and Nerd Rage if the content is not too hard.
The Progress Raid Build(if this becomes a thing) Remove Squad Maneuver and use Magnetic Personality R2. This way you can share 5 cards instead of 3 with your group. What you share depends on your group and what others are sharing.
Why Refractor
Refractor doesn’t look like the best perk. But I really want 3 in Perception for Hacker, Expert Hacker and Master Hacker. Since this is supposed to be my main character I want to be able to explore everything.
5 in Intelligence
Even if there may be better cards in other attributes we need the INT 5 for Makeshift Warrior to be able to craft everything ourself.
In easier content I would even use it over First Aid and Nerd Rage to save mats. Otherwise use it only in your C.A.M.P. to craft weapons.
What About Explosives?
If you want to use explosives use Grenadier instead of Refractor and Demolition Expert in your INT slot.
Credits
A lot of the ideas for this build came from synergie discussions from @jetrpg, @nulldesu, @Megabiter and other members for their discussions and perk tier lists in mostly The Build Guide, Unstoppable Force and Bad Buddy.
The motivation to post this was reddit user u/420kushirino who reached Level 100 with an unarmed build:
Perks: Str 3 – Barbarian Str 3 – Incisor (75% armor pen) Str 3 – Iron Fist (20% dmg) Str 3 – Martial Artist Str 3 – Traveling Pharmacy. Char 3 – Inspirational (need that 15% xp boost by being on a team) Int 5 – Makeshift Warrior (Makes your unarmed nearly never break) Agi 5 – Adrenaline boosts your dmg after every kill for 30s upto 60% dmg (which is insane) Luck 3 – Bloody Mess (15% dmg)
If I could respec I would take (LUCK 2) Starched Genes and (LUCK 3) Class Freak (optional). There is a mutation that increases Melee dmg by like 25% or so.
I hope you like my build! I will update it as I and we (as a community) get more experience in Fallout 76!