Roland Abilities Reference

Current

Source Ability Type Action Crunch
Monk 2 Evasion Ex - Reflex = take no dmg instead of 1/2
Monk 1 Flurry of Blows Ex Full during full unarmed attack, get extra attack at full BAB, but -2 all attacks for 1 rd
Rogue 1 Sneak Attack - - +CL * d6 when flanking or opponent denied Dex (melee or PB ranged, concealment negates)
Monk 3 Still Mind Ex - +2 vs enchantment
Rogue 1 Trapfinding - - can use Search to locate traps w/DC 21+, Disable Device to disarm magic traps
Rogue 2 Uncanny Dodge Ex - retain Dex bonus when flat-footed, attacked by invisible
Monk 1 Unarmed Strike ? - can do lethal/non-lethal, use any part of body, treated as manufactured and natural

Evasion (Ex)

A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of evasion.

Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3–10: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action (see page 143) to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. For example, at 6th level, the monk Ember could make one attack with her unarmed strike at an attack bonus of +3 and one attack with a special monk weapon at an attack bonus of +3. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1-1/2 or × 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. For example, an 8th-level monk could make two attacks with the quarterstaff (one with each end) at a +5 attack bonus and one with an Ember unarmed strike at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike each at a +5 attack bonus, and with the other end of the quarterstaff at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike at a +5 attack bonus each, and with the other end of the quarterstaff at a +0 attack bonus. She cannot, however, wield any other weapon at the same time that she uses a quarterstaff.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, the rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. (See Table 8–5: Attack Roll Modifiers and Table 8–6: Armor Class Modifiers, page 151, for combat situations in which the rogue flanks an opponent or the opponent loses his Dexterity bonus to AC.)

Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can’t strike with deadly accuracy from beyond that range.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack. (See Nonlethal Damage, page 146.)

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment (see page 152) or striking the limbs of a creature whose vitals are beyond reach.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Unarmed Strike

Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a 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 monk’s unarmed strike is treated both as 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 the magic fang and magic weapon spells).

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table 3–10: The Monk. The unarmed damage on Table 3–10 is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. [received at 2nd lvl due to already having Evasion]

Future

Source Ability Type Action Crunch
Enlightened Fist 3 Arcane Fist Su - sac SF, cast/deliver touch spell as part of full unarmed attack
Enlightened Fist 5 Arcane Rejuvenation Su Standard sac spell, heal SL
Enlightened Fist 1 Diamond Soul Ex - SR 10 + CL + Monk lvls
Enlightened Fist 2 Fist of Energy Su free (1/rd) sac SF, +1d6 elec or fire (1 rd)
Enlightened Fist 6 Fist of Energy (burst) Su free (+1d10 on critical
Enlightened Fist 7 Hold Ray Ex - cast ray spells as touch spells
Monk 4 Holy Strike Su - vs evil: unarmed strike treated as good for bypassing DR, +1d6
Enlightened Fist 1 Ki Strike Su - unarmed strike treated as magic for bypassing DR
Monk 5 Purity of Body Ex - immune to disease
Monk 4 Slow Fall Ex - fall safely along a wall for X’

Arcane Fist (Su)

Beginning at 3rd level, an enlightened fist can spend one of her daily stunning attempts to cast and deliver a touch spell as part of an unarmed full attack action. She can choose to deliver the touch spell with any single unarmed strike attack she makes during the action.

Arcane Rejuvenation (Su)

An enlightened fist of 5th level or higher can channel arcane energy to heal her own wounds. As a standard action, she can sacrifice one of her prepared spells or unused spell slots; doing this heals a number of hit points of damage equal to the spell’s level.

Diamond Soul (Ex)

At 9th level, an enlightened fist gains spell resistance equal to 10 + the total of her monk levels and enlightened fist levels.

Fist of Energy (Su)

Once per round as a free action, an enlightened fist of 2nd level or higher can spend one of her daily stunning attempts to imbue her unarmed strikes with either electricity or fire. The enlightened fist chooses the energy type each time she activates. For 1 round, each of her unarmed strike that hits deals an extra 1d6 points of damage (electricity or fire, depending on the choice).

Fist of Energy (burst) (Su)

At 6th level and higher, an enlightened fist can cause her energy-imbued unarmed strikes to burst with flame or lightning on a critical hit. In addition to dealing an extra 1d6 points of energy damage, her unarmed attacks deal an extra 1d10 points of energy damage on a successful critical hit. If the enlightened fist’s unarmed critical multiplier is ×3, she adds an extra 2d10 points of energy damage instead, and if the multiplier is ×4, she adds an extra 3d10 points of energy damage. An enlightened fist with monk levels can use this ability to channel energy through wielded monk weapons just as she can through her unarmed attacks.

Hold Ray (Ex)

At 7th level or higher, an enlightened fist can cast any spell that produces a ray effect as a touch spell instead. The spell’s range is reduced to touch, and its Effect entry is replaced with “Target: Creature touched.” She can deliver the spell with a touch attack or with a normal attack, and she can hold the charge as with a normal touch spell. An enlightened fist can combine this ability with arcane fist (see above) to deliver a ray-effect spell as part of an unarmed full attack action.

Holy Strike (Su)

When you hit an evil creature with your unarmed strike attack or with a monk melee weapon, your attack is considered good-aligned for the purpose of overcoming damage reduction and deals an extra 1d6 points of damage.
[CCh.48 – This benefit replaces the ki strike (magic) class feature.]

Ki Strike (Su)

An enlightened fist’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

Purity of Body (Ex)

At 5th level, a monk gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).

Slow Fall (Ex)

At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. See the Special column on Table 3–10 for details.

Roland Abilities Reference

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