Zen Disciple - Unchained Monk

by Insidious

Search GM Binder Visit User Profile
Zen Disciple
FIRST EDITION

Foreword:

The Zen Disciple is an archetype for the Unchained Monk class. This design features new abilities as well as maneuvers from the Path of War supplement.

This archetype should not be considered for newer players or inexperienced GMs that are unfamiliar with the Systems and Use of Path of War. Check with your GM before bringing the Zen Disciple to your table!

This archetype design references rules available in the Unchained Action Economy. It is otherwise compatible with the default combat system of 1st edition.

Images provided by Pathfinder Wiki and Pinterest. None of the images are mine, but they are otherwise incredible!

Zen Disciples are an order of martial artists that have perfected the way of surpassing mortal limits. Their unique blend of combat arts from martial disciplines and supernatural mastery of the self certainly bends the rules of what a normal person should be capable of. This combination of inner focus and outer power often let them perform spectacular feats of remarkable capability.

Class Features

The following are class features of the Zen Disciple.

Class Skills:

A Zen Disciple adds his disciplines’ associated skills as class skills, including if he gains access to a new discipline.

Maneuvers

A Zen Disciple begins his career with knowledge of three martial maneuvers. The disciplines available to him are Broken Blade, Elemental Flux, Mithral Current, Riven Hourglass, Shattered Mirror, Sleeping Goddess, Solar Wind, Steel Serpent, and Veiled Moon.

Once the Zen Disciple knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by Zen Disciple is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A Zen Disciple’s maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

The Zen Disciple learns additional maneuvers at higher levels, as indicated on Table: Archetype Maneuver Progression. The maximum level of maneuvers gained through Zen Disciple levels is limited by those listed in that table as well, although this restriction does not apply to maneuvers added to his maneuvers known through other methods, such as prestige classes or the Advanced Study feat. A Zen Disciple must meet a maneuver’s prerequisite to learn it. See Systems and Use for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the Zen Disciple can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes the restriction on the highest-level maneuvers he knows; the Zen Disciple need not replace the old maneuver with a maneuver of the same level. He can swap only a single maneuver at any given level. A Zen Disciple’s initiation modifier is Wisdom, and each Zen Disciple level is counted as a full initiator level.

This ability replaces Monk Bonus Feats

Maneuvers Readied

A Zen Disciple can ready all three of his maneuvers known at 1st level, and as he advances in level and learns more maneuvers, he is able to ready more, but must still choose which maneuvers to ready. A Zen Disciple must always ready his maximum number of maneuvers readied. He readies his maneuvers by meditating or performing martial katas for ten minutes. The maneuvers he chooses remain readied until he decides to practice again and change them. The Zen Disciple does not need to sleep or rest for any long period of time in order to ready his maneuvers; any time he spends ten minutes meditating, he can change his readied maneuvers.

A Zen Disciple begins an encounter with all his readied maneuvers unexpended, regardless of how many times he might have already used them since he chose them. When he initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (unless he recovers them, as described below).

In order for the Zen Disciple to recover maneuvers, he shares his worldly experience with another. He must take a full-round action (3 acts) moving up to his speed, and can use aid another on an adjacent ally. He recovers a number of expended maneuvers equal to his Zen Disciple initiation modifier (minimum 2), whether or not he aids an ally. If the ally is successful with his or her aided action in the heat of battle (Attack Roll, Skill Check, or dodges an attack with the Aid Another AC bonus), the Zen Disciple regains 1 Ki point if he has the Ki Pool ability. Alternatively, the Zen Disciple may center himself and realign his ki, recovering a single maneuver as a standard action (2 acts).

This ability replaces Style Strikes

Archetype Maneuver Progression
Class Level Maximum Maneuver Level Maneuvers Known Maneuvers Readied Stances Known
1st 1 3 3 1
2nd 1 4 3 1
3rd 1 5 3 1
4th 2 6 4 2
5th 2 6 4 2
6th 2 6 4 2
7th 3 7 4 3
8th 3 7 4 3
9th 4 8 4 3
10th 4 8 5 3
11th 5 9 5 4
12th 5 9 5 4
13th 6 10 5 5
14th 6 11 5 5
15th 6 11 6 5
16th 6 12 6 5
17th 6 13 6 5
18th 6 14 6 5
19th 6 14 6 5
20th 6 15 7 5

Stances

A Zen Disciple begins his career with knowledge of one stance from any discipline open to Zen Disciples. At 4th, 7th, 11th, and 13th levels, he can select an additional stance to learn. The maximum level of stances gained through Zen Disciple levels is limited by those listed in Table: Archetype Maneuver Progression. Unlike maneuvers, stances are not expended and the Zen Disciple does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently maintaining as a swift action (1 act). A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, a Zen Disciple cannot learn a new stance at higher levels in place of one he already knows.

This ability replaces Stunning Fist.

Flurry of Blows (Ex)

At 1st level, a Zen Disciple can make two attacks with the first attack simple action he takes during his turn when using a weapon with the monk special weapon quality. At 6th level, a Zen Disciple can make two attack rolls on both the first and second attack simple actions taken during his turn when using a Monk weapon; both of the attacks made on the second attack action are made at a -5 penalty. At 11th level, a Zen Disciple can make an additional attack on the first, second, and third attack simple action taken during his turn when using a Monk weapon; both attacks made on the third attack action are made at a -10 penalty.

This alters Flurry of Blows. (Ignore this ability if not using Pathfinder Unchained Action Economy




























Zen-guided Strikes (Su)

At 3rd level, by spending 1 point from his ki pool as a free action, a Zen Disciple adds an insight bonus equal to his initiation modifier to his attack roll with a Strike maneuver. This bonus applies only to the first attack a strike allows.

This ability replaces Ki Strike (magic).

Zen Defense (Su)

At 5th level, by spending 1 point from his ki pool as part of a Counter, a Zen Disciple gains a +4 insight bonus to the result of any skill check or attack roll the counter requires. He can choose to use this ability after the roll has been declared, but before the results are revealed.

This ability replaces Purity of Body.

Ki-Intensification (Su)

At 7th level, when wielding a weapon with the monk special weapon quality, the Zen Disciple can channel his mastery of unarmed strikes through them. The Zen Disciple can spend 1 point from his ki pool as a swift action (1 act) and choose a single monk weapon in his possession. He uses the unarmed strike damage of a monk 4 levels lower instead of the base damage for that weapon. If the weapon normally deals more damage than this, its damage is unchanged. This benefit lasts for 1 minute.

This ability replaces Ki Strike (cold Iron/silver)

Uncanny Recovery (Ex)

The Zen Disciple can react to his circumstances with astounding speed and cunning. At 9th level, he can spend 1 point from his ki pool as an immediate action (reaction) to recover a single maneuver. Alternatively, the Zen Disciple can spend 3 points from his ki pool to recover a single maneuver as a free action (even if it isn’t his turn). Maneuvers initiated during the Zen Disciple’s current turn cannot be recovered in this way.

This ability replaces Improved Evasion.

Ki Supremacy (Su)

The unique blend of martial arts and ki power reaches a new peak. At 10th level, the Zen Disciple must select one of two paths. Once the choice is made, it cannot be changed.

  • Be Like Water: The Zen Disciple is able to spend points from his ki pool as if they were Animus or Power Points. He may spend points from his ki pool in conjunction with his Animus or Power Point reserve. This ability does not allow the Zen Disciple to spend more than the maximum allowed amount of points.

  • Path to Perfection: Through years of meditation and great effort, the Zen Disciple is capable of accomplishing the impossible, yet making it look so easy. Before rolling an Attack Roll, Skill Check, Ability Check, or Saving Throw, the Zen Disciple can spend an amount of ki from his pool. If he spends 1 ki point, he treats the roll as if it were a natural 10. If he spends 3 ki points, he treats the roll as if it were a natural 15. If he spends 5 ki points, he treats the roll as if it were a natural 20.

This ability replaces Ki Strike (Lawful) and Ki Strike (adamantine).

Always Wary (Ex)

At 13th level, the Zen Disciple gains the blindsense special ability with a range of 20 feet.

This ability replaces Tongue of the Sun and Moon.

About the GM

Hello! I am Insidious - a player and Game Master with over 25 years of experience with Tabletop Roleplaying Games. Check out my content for great additions for your games. These include optional rulesets, additional classes, and solid reading material for inspiration otherwise.

Like what you see and want to see more? See my links for additional content below:

GM Binder

https://www.gmbinder.com/profile/Insidious

Ko-Fi

https://ko-fi.com/insidiousgm

Patreon

https://www.patreon.com/InsidiousGM

Instagram

https://www.instagram.com/insidiousgamemaster/

Facebook

https://www.facebook.com/profile.php?id=61563245126594

X

@GMInsidiou31020

Discord

Insidious5676

Reddit

u/InsidiousGM

Part 2 | Your Introduction