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Monks of the wild grow up in the wild and often emulate the animals they have seen in the wild.

The monk of the wild is an archetype of the monk class.

Archetype Main Ability Scores:
The monk of the wild mainly focuses on STR/DEX for martial combat, CON, DEX, and CON for their class features, and STR and CHA for optional features.

Archetype Feature Replacements:
1st – Class Skills, Flying Kick. 2ndMonk Talent. 3rdBoost. 4thMonk Talent. 6thMonk Talent. 8thMonk Talent. 10thMonk Talent. 11thLifefont. 12thMonk Talent. 14thMonk Talent. 16thMonk Talent. 17th – Fleet Footwork. 18thMonk Talent. 20th – Monk Talent, Perfect Self.

Class Skills

A monk of the wild adds Survival and Knowledge (nature) to his list of class skills and removes Knowledge (history) and Knowledge (religion) from his list of class skills.

Rage (Ex)

A monk of the wild can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a monk of the wild can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the monk of the wild can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that a monk of the wild can rage per day. A monk of the wild can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a monk of the wild gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per monk level. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the monk of the wild enters a rage again within 1 minute of her previous rage. While in a rage, a monk of the wild cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A monk of the wild can end her rage as a free action, and is fatigued for 1 minute after a rage ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters, but can be cured as normal. A monk of the wild can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a monk of the wild falls unconscious, her rage immediately ends.

This ability replaces flying kick and boost.

Rage Powers (Ex)

As a monk of the wild gains levels, he learns to use his rage in new ways. Starting at 2nd level, a monk of the wild gains a rage power from the berserker’s rage power list. He gains another rage power for every two levels of monk attained after 2nd level. A monk of the wild gains the benefits of rage powers only while raging, and some of these powers require the monk of the wild to take an action first. Unless otherwise noted, a monk of the wild cannot select an individual power more than once. Some of the following rage powers are stances. Activating a stance rage power is a move action. A monk of the wild can’t have more than one stance rage power active at a time. If he activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the monk of the wild’s turn as a free action; otherwise, it lasts until the rage ends.

These abilities replace monk talents.

Greater Rage (Ex)

At 11th level, a monk of the wild’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +3. In addition, the amount of temporary hit points gained when entering a rage increases to 3 per monk level.

This ability replaces a lifefont.

Tireless Rage (Ex)

At 17th level and higher, a monk of the wild no longer becomes fatigued at the end of her rage. If she enters a rage again within 1 minute of ending a rage, she doesn’t gain any temporary hit points from her rage.

This ability replaces fleet footwork.

Mighty Rage (Ex)

At 20th level, a monk of the wild’s bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saves while raging increases to +4. In addition, the amount of temporary hit points gained when entering a rage increases to 4 per monk level.

This ability replaces perfect self.

Monk of the Wild