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Combo Finishers

At 3rd level and every odd level thereafter, a monk gains a combo finisher that allows her to put the blitz techniques into good use by starting and finishing combos. Each combo finisher requires a certain amount of blitz techniques used in order and must be completed before the end of his next turn or the monk must start over. In addition, once the monk is able to use a combo finisher, he must activate it before the end of his next turn or its lost. All combo finishers are swift actions, unless indicated on the ability. At 6th level, a monk can substitute, as a free action, any blitz technique by spending 1 ki point per technique substituted.

Table: Combo Finishers

Combo FinisherBenefits
Arm of the Destroyer (Ex)(Requires Fierce Punch → Fierce Punch → Elbow Smash → Elbow Smash)
This combo finisher allows the monk to strike the ground with a fierce punch, blasting nearby creatures with rocks. Each creature adjacent to the monk takes normal martial arts damage + 1d6 points of earth damage + an additional 1d6 per three monk levels after 3rd, a successful Fortitude save (DC 10 + half of the monk’s level + her Wisdom modifier) halves the damage.
Beat Rush (Ex) (Requires Fierce Punch → Fierce Punch → Rising Uppercut → Elbow Smash)
This combo finisher allows the monk to charge an opponent within half of her normal movement speed. During the round this combo finisher is used, any attacks dealt to the opponent she uses Beat Rush on, deals martial arts damage + 2.
Bootshine (Ex)(Requires Strong Kick → Knee Thrust)
This combo finisher allows the monk to push back an opponent with a decisive kick. The monk makes a single melee attack as part of this combo finisher. If this attack hits, the monk deals normal martial arts damage – 2 and she can make a free bull rush attempt without provoking attacks of opportunity.
Combobreaker (Ex)(Requires Elbow Smash → Fierce Punch)
This combo finisher allows the monk to make an attack of opportunity as an immediate action and deals normal martial arts damage – 2. This counts towards the number of attacks of opportunities the monk can make in a round.
Demolish (Ex)(Requires Rising Uppercut → Rising Uppercut)
This combo finisher allows the monk to make a mighty attack against her foe, leaving him temporarily knocked senseless by her attack. The proper application of force to just the right part of a foe’s anatomy allows the monk to disrupt his actions. While he stumbles back, senseless, she presses the advantage. The monk makes a single melee attack as part of this combo finisher. If this attack hits, the target takes martial arts damage normally and must make a Fortitude save (DC 10 + half of the monk’s level + her Wisdom modifier) or be dazed for 1 round.
Dragon Kick (Ex)(Requires Strong Kick → Strong Kick → Roundhouse Kick)
This combo finisher allows the monk to make a flying kick attack upon her opponent. The monk makes a single melee attack as part of this combo finisher. If this attack hits, the monk deals double martial arts damage and allows the monk to make a free Trip combat maneuver with a +4 bonus. The monk can only affect creatures up to 1 size larger than herself to be affected by this.
Dragon Punch (Ex)(Requires Fierce Punch → Fierce Punch → Rising Uppercut)
This combo finisher allows the monk to make a leaping uppercut attack upon her opponent. The monk makes a single melee attack as part of this combo finisher. If this attack hits, the monk deals double martial arts damage and allows the monk to make a free Trip combat maneuver with a +4 bonus. The monk can only affect creatures up to 1 size larger than herself to be affected by this.
Final Heaven (Ex)(Requires Fierce Punch → Strong Kick → Elbow Smash → Knee Thrust → Rising Uppercut → Roundhouse Kick)
This combo finisher allows the monk to make a terrifying leap upon an opponent within 30 feet. If it hits, the monk deals quintuple martial arts damage to the target, and any adjacent creatures must make a Fortitude save (DC 10 + half of the monk’s level + her Wisdom modifier) or take half of the damage dealt.
Haymaker (Ex)(Requires Fierce Punch → Rising Uppercut)
This combo finisher allows the monk to a stunning fist attack. The monk makes a single melee attack as part of this combo finisher. If this attack hits, the monk deals normal martial arts damage and follows the rules of her stunning fist ability.
Howling Fist (Ex)(Requires Rising Uppercut → Fierce Punch → Rising Uppercut)
This combo finisher allows the monk to attack her foe with an overwhelming strike, hammering through his shield and armor to cleave into his flesh. This display of raw power causes him to stumble backward, fear in his eyes. As part of this combo finisher, the monk makes a melee attack against an opponent she threatens. If this attack hits, her foe takes double martial arts damage and must make a Will save with a DC equal to the damage she dealt or become shaken for 1 minute.
Hundred Palm Slap (Ex)(Requires Fierce Punch → Fierce Punch → Fierce Punch)
This combo finisher allows the monk to make a multitude of attacks. During the round this combo finisher is used, the monk doubles the amount of attacks she has  based on her base attack bonus (does not include any additional attacks from anything that grants additional attacks like haste, flurry of blows, two-weapon fighting),  but cannot use any blitz techniques.
Lightning Kick (Ex)(Requires Strong Kick → Strong Kick → Strong Kick)
This combo finisher allows the monk to make a multitude of attacks. During the round this combo finisher is used, the monk doubles the amount of attacks she has  based on her base attack bonus (does not include any additional attacks from anything that grants additional attacks like haste, flurry of blows, two-weapon fighting),  but cannot use any blitz techniques.
Meteor Strike (Ex)(Requires Rising Uppercut → Rising Uppercut → Rising Uppercut)
This combo finisher allows the monk to make a destructive launch at an opponent with a fiery fist within 30 feet. The monk makes a single melee attack as part of this combo finisher. If this attack hits, the monk deals normal martial arts damage + 1d6 points of fire damage + an additional 1d6 per three monk levels after 3rd, a successful Fortitude save (DC 10 + half of the monk’s level + her Wisdom modifier) halves the damage. Any creatures adjacent to the target takes the fire damage unless they make a successful Fortitude save.
One-Inch Punch (Ex)(Requires Fierce Punch → Elbow Smash → Rising Uppercut)
This combo finisher allows the monk to make a short but powerful punch at her opponent. The monk makes a single melee attack as part of this combo finisher. If this attack hits, the monk deals double martial arts damage and the target must make a Fortitude save (DC 10 + half of the monk’s level + her Wisdom modifier) or be pushed back 5 feet + 5 feet per three monk levels after 3rd.
Pummel (Ex)(Requires Fierce Punch → Elbow Smash)
This combo finisher allows the monk to turn the blow from an opponent straight back at it. When an enemy attacks the monk on its turn, she can attempt to block the blow and send it back at that creature. The monk steps into the attack and redirects it. This combo finisher pits her skill against that of her foe. If an opponent attacks the monk, she can initiate this combo finisher to make an opposed attack roll as an immediate action. If her foe’s result is higher, he attacks the monk as normal. If her result is higher, her foe rolls damage as normal for the attack and takes that much damage.
Raging Demon (Ex)(Requires Fierce Punch → Fierce Punch → Strong Kick → Rising Uppercut)
This combo finisher allows the monk to effortlessly glide towards an opponent within 15 feet. This combo finisher doesn’t provoke attacks of opportunity nor is the monk affected by difficult terrain when moving towards her opponent. The monk makes a single charge melee attack as part of this combo finisher. If this attack hits, the monk deals triple martial arts damage.
Rockbreaker (Ex)(Requires Fierce Punch → Fierce Punch → Strong Kick)
This combo finisher allows the monk to throw herself behind her attack, lending her blow such great weight and force that she leaves injuries that even magical defenses cannot mend. The monk’s devotion to her cause gives her boundless energy that allows her to smash through supernatural defenses. When the monk lands an attack, she hits with such force that damage reduction offers little resistance against her. When the monk uses this combo finisher, she makes a melee attack against a single foe. This attack automatically overcomes the opponent’s damage reduction and deals double martial arts damage.
Shoulder Tackle (Ex)(Requires Elbow Smash → Elbow Smash)
This combo finisher allows the monk to launch herself at an opponent within 30 feet with a flying shoulder tackle. The monk makes a single charge melee attack as part of this combo finisher. If this attack hits, the monk deals normal martial arts damage and the target must make a Fortitude save (DC 10 + half of the monk’s level + her Wisdom modifier) or be stunned for 1 round.
Snap Punch (Ex)(Requires Elbow Smash → Elbow Smash → Fierce Punch)
This combo finisher allows the monk to take careful aim at an enemy creature, striking it with the precise amount of force needed to push it off guard and leave it unable to bring all of its attacks to bear. The monk’s opponent must spend critical seconds adjusting its guard and reevaluating its surroundings. As part of this combo finisher, the monk makes a single melee attack. If this attack hits, her target takes normal martial arts damage and cannot make a full attack on its next turn. Otherwise, it can act normally.
Steel Peak (Ex)(Requires Elbow Smash → Rising Uppercut → Fierce Punch)
This combo finisher allows the monk to study her opponent and deliver an attack precisely aimed to ruin his defenses and force him to scramble for his balance. While he struggles to ready himself, he becomes more vulnerable to the monk’s attacks. As part of this combo finisher, the monk makes a single melee attack. This attack deals double martial arts damage. In addition, the target must make a Reflex save (DC 10 + half of the monk’s level + her Wisdom modifier) or become flat-footed until the start of his next turn. If the target cannot be caught flat-footed (he has uncanny dodge, for example), he still takes the martial arts damage but otherwise suffers no ill effect.
Tornado Kick (Ex)(Requires Strong Kick → Strong Kick → Roundhouse Kick → Roundhouse Kick)
This combo finisher allows the monk an attack that hits all adjacent creatures. When the monk uses this combo finisher, she makes a melee attack against every creature adjacent to her. She resolves each attack separately. She gains a +2 bonus on each of these attacks, which are otherwise made at her highest attack bonus.
Twin Snakes (Ex)(Requires Fierce Punch → Fierce Punch)
This combo finisher allows the monk to make an attack that injures multiple opponents. The monk makes two melee attacks, each against a different foe that she threatens. She resolves each attack separately.