In many monasteries, tales are whispered of fellow disciples
who renounced their quest for personal perfection in favor of more earthly
desires. These warriors, it is said, disowned their kinship with other monks, as
well as the ideals they once shared with them, choosing instead a path toward
material gain, martial prowess, or even both. These are the fallen monks.
Fallen monks regard the idea of personal enlightenment
almost as a joke, having become disillusioned or corrupted in such a way that
no teaching or calm introspection could repair. Instead of searching for true
inner perfection, the fallen monk shifts his training toward martial aspects,
having become more enamored of personal power and abilities that seem more
tangible—the benefits of stubborn determination and harsh combat training. In
essence, instead of looking inward, the fallen monk looks outward, seeking to
manipulate himself and his world in a way that he can better understand.
Like normal monks, fallen monks train in monasteries
together, but this training is centered only on the art of combat and killing.
At all hours of the day, the monks practice their skills at battle and murder,
stopping only to eat, sleep, or interact with the outside community as they see
fit. Fallen monks treat one another as blood brothers, forming clans. The
leader of a clan is often chosen by rite of combat, which is usually initiated
without warning and is sometimes fatal. The most evil fallen monks often have
no such rites at all, attacking perceived rivals whenever it seems convenient
to do so.
The wayward monks treat the surrounding countryside more as
a fiefdom than anything else, providing military support to the kingdoms they
live in, often while demanding tribute for their services from surrounding
villages. Most lack the wisdom necessary to make good peace-time advisors, and
are often so unruly that the kingdom they serve keeps them at arm’s length
whenever possible, as they are hardly any more organized than barbarians. Some
do make excellent battlefield tacticians, however.
Monks and fallen monks are almost always hostile towards one
another, sometimes to the point of attacking each other on sight, depending on
the two rival schools’ history. Not all fallen monk clans are friendly with
each other, either, especially evil clans. Some fallen monks believe in an
apocalyptic prophecy that calls for all other “rival” clans and monks to be
annihilated, proving the surviving clan’s worth to some unknown power. Almost
all fallen monks resist the idea of servitude to another, sticking together
mainly for mutual benefit, rather than loyal adherence to a hierarchy.
Alignment: Chaotic Neutral, True Neutral,
Chaotic Evil, or Neutral Evil.
Hit Die: d8.
Str: Climb, Jump, Swim
Dex: Balance, Escape Artist, Hide, Move Silently, Sleight
of Hand, Tumble
Con: Concentration
Int: Craft
Wis: Listen, Profession, Sense Motive, Spot
Cha: Bluff, Disguise, Intimidate
Skill Points at 1st Level: (4 + Int
modifier) x4.
Skill Points at Each Additional Level: 4 + Int
modifier.
Level
|
BAB |
Fort |
Ref |
Will |
Special |
Unarmed
Damage |
Speed
Bonus |
|
1st |
+1 |
+2 |
+2 |
+0 |
Unarmed
Strike, Bonus Feat, Wayward Might |
1d6 |
+0 ft. |
|
2nd |
+2 |
+3 |
+3 |
+0 |
Bonus
Feat, Evasion |
1d6 |
+0 ft. |
|
3rd |
+3 |
+3 |
+3 |
+1 |
Sneak
Attack +1d6 |
1d6 |
+0 ft. |
|
4th |
+4 |
+4 |
+4 |
+1 |
Power
Strike (Magic), Improved Wayward Might |
1d8 |
+0 ft. |
|
5th |
+5 |
+4 |
+4 |
+1 |
Bonus
Feat |
1d8 |
+0 ft. |
|
6th |
+6/+1 |
+5 |
+5 |
+2 |
Dogged
Might |
1d8 |
+0 ft. |
|
7th |
+7/+2 |
+5 |
+5 |
+2 |
Sneak
Attack +2d6 |
1d8 |
+10 ft. |
|
8th |
+8/+3 |
+6 |
+6 |
+2 |
Bold Fury
1/Day (DR 1/-) |
1d10 |
+10 ft. |
|
9th |
+9/+4 |
+6 |
+6 |
+3 |
Bonus
Feat, Improved Evasion |
1d10 |
+10 ft. |
|
10th |
+10/+5 |
+7 |
+7 |
+3 |
Power
Strike (Chaotic) |
1d10 |
+10 ft. |
|
11th |
+11/+6/+1 |
+7 |
+7 |
+3 |
Sneak
Attack +3d6 |
1d10 |
+10 ft. |
|
12th |
+12/+7/+2 |
+8 |
+8 |
+4 |
Bold Fury
(2/-) |
2d6 |
+20 ft. |
|
13th |
+13/+8/+3 |
+8 |
+8 |
+4 |
Bonus
Feat |
2d6 |
+20 ft. |
|
14th |
+14/+9/+4 |
+9 |
+9 |
+4 |
Bold Fury
2/Day (3/-) |
2d6 |
+20 ft. |
|
15th |
+15/+10/+5 |
+9 |
+9 |
+5 |
Sneak
Attack +4d6 |
2d6 |
+20 ft. |
|
16th |
+16/+11/+6/+1 |
+10 |
+10 |
+5 |
Power
Strike (Adamantine) |
2d8 |
+20 ft. |
|
17th |
+17/+12/+7/+2 |
+10 |
+10 |
+5 |
Bonus
Feat |
2d8 |
+20 ft. |
|
18th |
+18/+13/+8/+3 |
+11 |
+11 |
+6 |
Bold Fury
(4/-) |
2d8 |
+30 ft. |
|
19th |
+19/+14/+9/+4 |
+11 |
+11 |
+6 |
Sneak
Attack +5d6 |
2d8 |
+30 ft. |
|
20th |
+20/+15/+10/+5 |
+12 |
+12 |
+6 |
Improved
Bold Fury, Bold Fury 3/Day (5/-) |
2d10 |
+30 ft. |
Class Restrictions: Fallen monks cannot multiclass as
any other core class, save for fighter or rogue, which are closely related in
skills and abilities. Monks that wish to become fallen monks can trade in monk
levels for fallen monk levels (restructuring saves, class abilities, and the
necessary statistics thereby), but a fallen monk can never become a monk again,
if it ever was one.
A fallen monk that joins a restricted class, or that becomes
lawful or good, cannot ever again increase her Fallen Monk level.
Weapon and Armor Proficiency: Fallen
monks are proficient with the same weapons as normal monks. They are not
proficient with armor, and lose their speed bonus if they wear any, as well as
several other abilities, as noted below.
Unarmed Strike: Fallen monks are highly trained in
fighting unarmed, giving them considerable advantages when doing so. At 1st
level, a fallen monk gains Improved Unarmed Strike as a bonus feat. A fallen
monk’s attacks may be with either fist interchangeably or even from elbows,
knees, and feet. This means that a fallen monk may even make unarmed strikes
with her hands full. There is no such thing as an off-hand attack for a fallen
monk striking unarmed. A fallen monk may apply her full Strength bonus on
damage rolls for all her unarmed strikes.
Usually a fallen monk’s unarmed strikes deal lethal damage,
but she can choose to deal nonlethal damage instead with no penalty on her
attack roll. She has the same choice to deal lethal or nonlethal damage while
grappling.
A fallen monk’s unarmed strike is treated as both a
manufactured weapon and a natural weapon for the purpose of spells and effects
that enhance or improve either manufactured weapons or natural weapons (such as
Magic Fang and Magic Weapon).
A fallen monk also deals more damage with her unarmed strikes
than a normal person would, as shown on the table.
Bonus Feats: A fallen monk selects her bonus
feats from the fighter’s bonus feat list.
Wayward Might (Ex): At 1st level, a fallen
monk adds her charisma bonus to her attack rolls. This bonus is treated as a
morale effect. The Wayward Might bonus applies to AC even against touch attacks
or when the fallen monk is flat-footed. She loses the AC bonus if she is
immobilized, helpless, is wearing armor, or is carrying a medium or heavy load.
Improved Wayward Might (Ex): At 4th
level, a fallen monk’s wayward might bonus also applies to AC as a morale
bonus.
Evasion (Ex): At 2nd level, the
fallen monk gains Evasion. This ability does not function if she is wearing
armor.
Sneak Attack (Ex): At 3rd level, the monk
gains a sneak attack, as a rogue. The fallen monk cannot make sneak attacks
while wearing armor.
Dogged Might (Ex): At 6th
level, a fallen monk becomes immune to fear, as well as negative and
suppressive morale effects.
Power Strike (Su): At 4th
level, a fallen monk’s unarmed attacks are empowered with her own self-determination
and force of will. Her unarmed attacks are treated as magic weapons for the
purpose of dealing damage to creatures with damage reduction. At 10th,
her unarmed attacks are treated as chaotic weapons, and at 16th
level, they are treated as adamantine.
Bold Fury (Ex): Starting at
8th level, a fallen monk can tap into inner reserves of willpower to
shrug off damage and harmful effects. As a free action, she can initiate her
bold fury ability. This effect lasts for a number of rounds equal to 3 + her
charisma modifier. During this time, the fallen monk gains the listed damage
reduction, and a bonus to saving throws equal to that damage reduction. Unlike
normal damage reduction, this power applies to energy effects, though it is
never counted against the same attack more than once. The fallen monk can use
her bold fury a number of times per day, as indicated. The bonuses from bold
fury are morale-based.
Improved Evasion (Ex): At 9th
level, the fallen monk gains Improved Evasion.
Improved Bold Fury (Ex): At 20th
level, the fallen monk’s bold fury becomes much more powerful. The fallen monk
gains a +4 bonus to Dexterity during her bold fury, and each time the fury is
called upon, it lasts for a number of rounds equal to 5 + the fallen monk’s Cha
modifier, rather than 3. Furthermore, during bold fury, the monk gains a +2
morale bonus to all melee damage rolls.
Prerequisites: Bold Fury class ability.
Benefit: The potency of the character’s Bold Fury ability is
increased by 2. For instance, a character who receives DR 3/- and a +3 save
bonus from bold fury has those bonuses increased to DR 5/- and +5,
respectively.
Extra Fury [General]
Prerequisites: Bold Fury
class ability.
Benefit: The
character may use his Bold Fury ability an additional two times per day.
|
Level |
Special |
|
21st |
Bonus Feat |
|
22nd |
|
|
23rd |
Sneak Attack +6d6 |
|
24th |
Bold Fury 6/- |
|
25th |
Bonus Feat |
|
26th |
|
|
27th |
Sneak Attack +7d6 |
|
28th |
Bold Fury 7/- |
|
29th |
Bonus Feat |
|
30th |
|
|
31st |
Sneak Attack +8d6 |
|
32nd |
Bold Fury 8/- |
|
33rd |
Bonus Feat |
|
34th |
|
|
35th |
Sneak Attack +9d6 |
|
36th |
Bold Fury 9/- |
|
37th |
Bonus Feat |
|
38th |
|
|
39th |
Sneak Attack +10d6 |
|
40th |
Bold Fury 10/- |
Epic Fallen Monk Bonus Feats: Anarchic
Strike, Armor Skin, Blinding Speed, Damage Reduction, Dire Charge,
Energy Resistance, Epic Fury, Epic Leadership, Epic Power Strike, Epic Prowess,
Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Reflexes,
Improved Whirlwind Attack, Legendary Wrestler, Spellcasting Harrier, Superior
Initiative.
Prerequisites: Cha 19,
Improved Unarmed Strike, Power Strike (Chaotic).
Benefit: Your
unarmed strike is treated as a chaotic weapon (it deals +2d6 points of damage
against creatures of lawful alignment). This ability doesn’t stack with similar
abilities.
Prerequisites: Dex 21, Cha
27, Anarchic Strike, Improved Unarmed Strike, Improved Bold Fury.
Benefit: Your unarmed
strikes are infused with the ultimate chaotic power. When you strike a lawful
target, this power erupts forth and deals +3d6 points of bonus chaotic damage
to the target, an the target gains one negative level (Fortitude DC 10 + half
your level + Cha modifier to negate).
Prerequisites: Cha 21,
Improved Bold Fury.
During the character’s Bold Fury,
his Dexterity bonus is increased to +6, and the damage bonus is increased to
+4.