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Warrior Monk

Warriors of the Faith, who act as guardians, and fight those who defy the faith. Some venture out as ronin taking their own path. These warriors wield large sharp katanas that devastates foes and hinders them unable to fight.

The warrior monk is an archetype of the samurai class.

Class Skills

The warrior monk loses Handle Animal but gains Knowledge (Religion) as a class skill.

Limit Breaks (Su)

At 1st level, the warrior monk receives the Limit Breaks (Entrust and Full Break).

Entrust (Su): This Limit Break allows the warrior monk to grant allies within 30-feet that can see and hear the warrior monk, the ability to use a Limit Break without needing to be at 50% HP or below for a duration of 1 round + 1 round for every four samurai levels after 1st. Once an ally uses their limit break, the effect ends for that person. This limit break requires only a swift action.

Full Break (Su): This Limit Break allows the warrior monk’s melee attacks to be replaced with an Iai Break and does not count to the warrior monk’s daily uses of Iai Breaks. Each attack made can have a different Iai Break or the same one if the warrior monk chooses at the time of making his attacks. This lasts for a duration of 1 round + 1 round per four samurai levels after 1st. This limit break requires only a swift action.

These abilities replace the samurai’s standard Limit Breaks.

Iai Break (Ex)

A warrior monk can utilize the use of katanas, not by quick drawing strikes, but with heavy blows that shatter a foes ability to fight. At 1st level, the warrior monk gains the use of an Iai break. At 3rd level and every other level thereafter, he gains another Iai Break. He may use these break attacks a number of times per day equal to 3 + his Charisma modifier. The DC for his Iai breaks is equal to 10 + half of the samurai’s level + his Charisma modifier. Ability damage done by these attacks does not stack with themselves or any other form of ability damage instead, taking the higher damage. All Iai breaks are standard actions unless otherwise noted.

Agility Break (Ex): The warrior monk makes a single attack and, if successful, deals normal weapon damage. In addition, it also deals 1d4 + his Charisma modifier in Dexterity damage. A successful Fortitude save negates this ability damage.

Bravery Break (Ex): The warrior monk makes a single attack and, if successful, he deals normal weapon damage and inflicts Shaken on the enemy for rounds equal to the samurai’s Charisma modifier. A successful Will save negates the shaken effect. If the save is failed by 5 or more, the enemy is instead Frightened, and if the enemy rolls a natural 1 on the save, he is Panicked</em instead. This is a mind-affecting effect. Prerequisite: Face Break

Face Break (Ex): The warrior monk makes a single attack and, if successful, deals normal weapon damage. In addition, it also deals 1d4 + his Charisma modifier in Charisma damage. A successful Will save negates this ability damage.

Faith Break (Ex): The warrior monk makes a single attack and, if successful, he deals normal weapon damage and the target’s healing spells and abilities heal only for the lowest amount possible for a number of rounds equal to the samurai’s Charisma modifier. This includes abilities that grant temporary Hit Points. A successful Will save negates this effect. Prerequisite: Mental Break

Fortitude Break (Ex): The warrior monk makes a single attack and, if successful, deals normal weapon damage. In addition, it also deals 1d4 + his Charisma modifier in Constitution damage. A successful Fortitude save negates this ability damage.

Magic Break (Ex): The warrior monk makes a single attack and, if successful, deals normal weapon damage. In addition, it also deals 1d4 + his Charisma modifier in Intelligence damage. A successful Will save negates this ability damage.

Mana Break (Ex): The warrior monk makes a single attack and, if successful, he deals normal weapon damage and the target is unable to cast spells unless a Concentration check is made equal to the damage dealt by this attack for a number of rounds equal to the samurai’s Charisma modifier. In addition, the target loses 1d8 MP. A successful Will save negates the effect and MP loss. Prerequisite: Magic Break 

Mental Break (Ex): The warrior monk makes a single attack and, if successful, deals normal weapon damage. In addition, it also deals 1d4 + Charisma modifier in Wisdom damage. A successful Will save negates this ability damage.

Might Break (Ex): The warrior monk makes a single attack and, if successful, he deals normal weapon damage, and the target’s melee damage rolls deal only for the lowest amount possible, and is unable to make critical hits for a number of rounds equal to the samurai’s Charisma modifer. A successful Fortitude save negates the effect. Prerequisite: Power Break

Power Break (Ex): The warrior monk makes a single attack and, if successful, deals normal weapon damage. In addition, it also deals 1d4 + Charisma modifier in Strength damage. A successful Fortitude save negates this ability damage.

Speed Break (Ex): The warrior monk makes a single attack and, if successful, he deals normal weapon damage and inflicts Slow</em status on the enemy for a number of rounds equal to the samurai’s Charisma modifier. A successful Fortitude save negates the slow effect. Prerequisite: Agility Break

Stamina Break (Ex): The warrior monk makes a single attack and, if successful, he deals normal weapon damage and the target is fatigued for a number of rounds equal to the samurai’s Charisma modifier. In addition, the target loses 1d8 stamina points. A successful Fortitude save negates the fatigued effect and stamina loss. Prerequisite: Fortitude Break

This ability replaces iaijutsu strike.

Warrior’s Arm (Ex)

At 2nd level, the warrior monk can wield katanas one-size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on Attack rolls when using an over-sized two-handed katana.

This ability replaces action without thought.

The Forces of Sen (Su)

At 3rd level, the warrior monk begins to master the art of Sen and it’s three forces: Setsu (Snow), Getsu (Moon) and Ka (Flower). When the warrior monk successfully performs a bushido, he opens one of the forces of Sen. When the warrior monk performs a bushido, he gains a Sen point. He may only ever have up to 3 points of Sen, these points being spent to increase the prowess of the warrior monk. When he is knocked unconscious or takes an 8-hour rest, he loses his gained Sen. He begins the day with zero Sen. He can use his Sen to perform the following as a free action:

  • Increase the die of Iai Break ability damage by one step per Sen point spent (Max 1d10) for 1 round.
  • Increase the DC of an Iai Break by 1 per Sen point spent for 1 round.
  • Grant a +2 insight bonus on attack rolls per Sen point spent for 1 round.
  • Grant an additional use of Resolve or an Iai Break for the cost of 3 Sen points.

This ability replaces and alters the forces of sen.

Bushido (Ex)

 Also at 3rd level, the warrior monk loses the Bushido (Draw Slash) and instead gains the Bushido (Warrior’s Wrath).

Warrior’s Wrath (Ex): (Requires Heavy Slash → Heavy Slash → Rising Slash) This bushido allows the warrior monk to launch himself at an opponent within 30 feet with a flying slash, slamming the opponent causing the ground to crack. The warrior monk makes a single charge melee attack as part of this bushido. If this attack hits, the warrior monk deals normal weapon damage and the target must make a Fortitude save (DC 10 + half of the samurai’s level + his Charisma modifier) or be stunned for 1 round.

This ability replaces bushido (Draw Slash).

Incredible Heft (Ex)

At 5th level, the warrior monk becomes more skilled at wielding katanas intended for creature’s one size category larger than himself. The penalty on attack rolls for using such weapons is reduced by 1, including when using over-sized katanas.

At 8th level and every three levels thereafter, this penalty is reduced by another 1 (minimum 0).

This ability replaces weapon expertise.

Brutal Break (Ex)

At 8th level, a warrior monk’s Iai Breaks becomes even more deadly. If a warrior monk confirms a critical hit with his Iai Break, he can increase the critical multiplier by 1 as a free action. He can do this once per day plus an additional time per day for every three levels after 8th.

This ability replaces brutal slash.

Unstoppable Momentum (Ex)

At 10th level, a warrior monk gains a +1 bonus on combat maneuver checks and to CMB while wielding a katana sized for a creature of a larger size category.

At 12th level and every three levels thereafter, this bonus increases by 1. When wielding over-sized katanas, the warrior monk can attempt to bull rush, drag, overrun, reposition, and trip creatures up to two sizes categories larger than himself.

This ability replaces third eye, starry eyes, and merciful eyes.

Terrifying Iai Break (Ex)

 At 12th level, a warrior monk’s Iai Break devastates the morale of foes that witness it. When a warrior monk successfully hits with an Iai Break, all foes within 30 feet must succeed at a Will save (DC 10 + half of the samurai’s level + his Charisma modifier) or become shaken for 1d4+1 rounds.

This ability replaces terrifying iaijutsu.

Roaring Iai Break (Ex)

At 14th level, a warrior monk’s Iai break deafens foes upon impact. When a warrior monk successfully hits with an Iai Break, all foes within 30 feet must succeed at a Fortitude save (DC 10 + half of the samurai’s level + his Strength modifier) or be deafened for 1d4 minutes.

This ability replaces roaring iaijutsu.