Custom Pathfinder Archetype: Windwalker Monk

Windwalker (monk archetype)
 With windwalkers, I wanted them to embody the rolling of the punches that the spec in WoW has. Building up ki, and spending them to unleash devastating combos. In order to balance the power of their ki pool, I toned down their damage by a step from the normal monk.

Alignment: Any lawful.

Hit die: d8.

Skill points: 4+int.

Class skills: Acrobatics, Climb, Craft, Escape artist, Intimidate, Knowledge (history, religion), Perception, Perform, Profession, Ride, Sense motive, Stealth, Swim.
  
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
AC bonus
Move Bonus
Fist Dmg
1
0
2
2
2
Ki Pool, Flurry of blows, Unarmed strike, Hit combo
0
+0 ft.
1d6
2
1
3
3
3
Bonus Feat, Evasion
0
+0 ft.
1d6
3
2
3
3
3
Fast Movement, Maneuver training, Still Mind
0
+10 ft.
1d6
4
3
4
4
4
Ki pool (magic), slow fall 20 ft.
1
+10 ft.
1d8
5
3
4
4
4
High jump, Purity of body
1
+10 ft.
1d8
6
4
5
5
5
Slow fall 30 ft., windwalking
1
+20 ft.
1d8
7
5
5
5
5
Ki pool (cold iron/silver), Wholeness of body
1
+20 ft.
1d8
8
6/1
6
6
6
Slow fall 40 ft.
2
+20 ft.
1d10
9
6/1
6
6
6
Improved evasion
2
+30 ft.
1d10
10
7/2
7
7
7
Bonus feat, Ki pool (lawful), Slow fall 50 ft.
2
+30 ft.
1d10
11
8/3
7
7
7
Diamond body
2
+30 ft.
1d10
12
9/4
8
8
8
Abundant step, Slow fall 60 ft.
3
+40 ft.
2d6
13
9/4
8
8
8
Diamond soul
3
+40 ft.
2d6
14
10/5
9
9
9
Ki pool (adamantine), Slow fall 70 ft.
3
+40 ft.
2d6
15
11/6/1
9
9
9
Touch of Death
3
+50 ft.
2d6
16
12/7/2
10
10
10
Slow fall 80 ft.
4
+50 ft.
2d8
17
13/8/3
10
10
10
Timeless body, tongue of the sun and moon
4
+50 ft.
2d8
18
13/8/3
11
11
11
Bonus feat, slow fall 90 ft.
4
+60 ft.
2d8
19
14/8/4
11
11
11
Empty body
4
+60 ft.
2d8
20
15/10/5
12
12
12
Perfect self, slow fall any distance
5
+60 ft.
2d10

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. 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.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his 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.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A 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.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table on the paizo website, linked above.

Hit combo: The windwalker monk gains the Hammer the Gap as a bonus feat. In addition, every time the monk uses a different ki ability, their attacks deal 1.5x strength for the modifier, or 2x if it is already 1.5x. Once the windwalker uses the same ability, or doesn’t use a ki ability for a number of rounds equal to their wisdom modifier, the bonus is lost. This replaces stunning fist.

Ki Pool: The monk is invigorated by combat, using a limited ki pool that remains empty until combat begins. With each strike, the windwalker gains ki, and the ability to channel their power into new abilities and strikes.

Each normal attack the monk makes gains them 1 ki point. They can use these to make ki strikes, which spend ki points – but do not restore any unless specified otherwise. The monk has a maximum ki pool of 4, which can be increased by every wisdom modifier point above 4 the monk has. (As an example, the monk has 4 from a wisdom modifier of 12 to 18, 5 at 20, 6 at 22, 7 at 24, and so on)

At 4th 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.

At 4th level, the monk can spend 1 points from  their ki pool to make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

Using ki to increase AC, movement, or perform extra attacks is a swift action.

1st:

Blackout kick: Using 1 ki point, the monk swipes a kick at the enemy as part of an attack, dazing them  for 1 round (fortitude save). At 8th level, the enemy is knocked unconscious for 1 round. At 16th level, they are knocked out for 1d4 rounds + the monk’s wisdom modifier. If this attack misses, the ki points are still spent.

Rising sun kick: Using 1 ki points, the monk strikes the enemy with a powerful upwards strike as part of an attack that gains a +2 bonus to the damage roll. This damage increases by 1 for every 3 levels the monk possesses. If this attack misses, the ki points are still spent.

Roll: Using 1 ki point, the monk adds 1d6 to a tumble check to move through threatened squares. This can be used after the roll is revealed, but before the result is known. If a 6 is rolled, they can roll an additional 1d6 to add to the roll until a 6 is not rolled.

4th:

Fists of Fury: using 2 ki points, the monk can strike with both fists if only using a standard action, dealing two unarmed attacks with one attack roll. These attacks deal 1.5x the monk's strength modifier. If used during flurry of blows, this uses the appropriate attack bonus chosen.

Whirling dragon kick: Using 2 ki points as a full round action, the monk can swirl in a circle, hitting all creatures that are within reach for 50% of the monk’s normal damage twice.
Tiger’s lust: Using 1 ki point, the monk can increase their own movement speed by 30 ft. for one round.

7th:

Whirling dragon punch: Up to half of the monk’s wisdom modifier per day (minimum 1) they can use whirling dragon punch as a full round action if they have no ki points. They strike up to their wisdom modifier enemies at their highest base attack bonus (not flurry of blows bonus).
Rushing jade wind: By using 1 ki point, the monk causes a wind of jade to whirl around them for a number of rounds equal to their wisdom modifier. This deals 1d6 slashing damage, and increases by 1d6 for every three levels the monk possesses. A successful reflex save halves the damage for one round.

Chi orbit: As a standard action, the windwalker uses 2 ki points to create 1d4+1/5 levels orbs of pure ki energy that swirl around them. When struck by an enemy, the orb bursts and strikes them, dealing 1d4 damage as divine energy per three levels of the monk.

Ring of Peace: By using 3 ki points, the monk sets a mystical shield with a 10 ft. radius on an area within 30 ft. of them. This pending a reflex save, enemies within are shoved out adjacent to the shield, and any who wish to enter/leave must make a will save or be pushed back. This lasts a number of rounds equal to the monk’s wisdom modifier.

10th:

Storm, Earth, and Fire: Using 4 ki points as a move action, the monk splits into three elemental spirits for a number of rounds equal to the monk’s wisdom modifier. They occupy the monk’s current space and two spaces the monk chooses within 15 ft. They mimic the monk’s actions, targeting the same enemy. Each strike and attack deals 50% its normal damage, and the hits of the spirits depend on the monk themselves.

Serenity: Once per day as a move action, the monk can expend their entire ki pool (must be at maximum), the monk’s ki strikes are free for a number of rounds equal to their wisdom modifier, and deal 50% increased damage.

Touch of Karma: Once per day using 3 ki points, the monk hits an enemy and deals no damage. For the next number of rounds equal to their wisdom modifier, the enemy deals no damage to the monk, directly or indirectly, and instead injure themselves for the amount they normally would. This effect ends when the monk has reflected an amount of hit point damage equal to half their maximum health. At 14th level, this can be used twice per day. At 18th level, it can be used three times per day.

14th:

Strike of the windlord: As a standard action, the monk spends 4 ki points to strike twice with their fists, throwing electrical energy of the wind out in a 20 ft cone. This deals the monks unarmed damage plus 1d6 damage as electricity per 2 levels. If the enemy fails their reflex save (for half damage), they also make a fortitude save. If they fail, they are stunned for 1d4 rounds.

Leg sweep: As a standard action, the monk can sweep their leg, initiating a trip attempt on all adjacent creatures as if they had the improved trip feat. If they have this feat, it acts as greater trip. If they have that, then they gain a +2 morale bonus to their CMB on the attempt.

This ability modifies the monk’s ki pool, replaces the bonus feat at 6th and 14th level, and modifies the unarmed damage of the monk.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. 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. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Bonus Feat: At 2nd, 10th, and 18th level, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Throw Anything, a style feat they qualify for, and weapon focus. At 10th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, mobility, Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them, aside from style feats.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

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

Windwalking: At 6th level, the windwalker monk gains an aura with a radius of 20 ft. that grants fleeting speed to their allies, granting them 10 ft. of movement if they enter the aura during their move, or begin their turn in the windwalking aura. At 12th level, this increases to 20 ft. At 18th level, it becomes 30 ft. A windwalker monk isn’t affected by their own aura. This replaces the bonus feat at 6th level.

Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th 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. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Soul (Ex): At 13th level, 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.

Touch of Death: At 14th level, the monk strikes the enemy as a standard action with a harrowing, almighty force. The attack deals no additional damage itself at the moment. For the next 1d6 rounds, the enemy takes an additional 1 damage per damage dice rolled against them. On the end of the fiank round, the enemy makes a fortitude save. If they pass, they take 1d6 damage/2 levels of the monk. If they fail, they take 10 damage per level the monk possesses. If they die, the monk may use touch of death again. Once expended, it cannot be used again that day.

This ability replaces quivering palm.

Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, 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. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Feats (Windwalker)

Ascension: increase the maximum ki of the monk by 1, and have ki points minimum degradation value be left at 1. This feat can be taken a second time at 10th level, increasing the maximum ki and reducing the degradation value by 1 again.

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