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I am continuing the work to create Horrifically Overpowered core class features, which began with Horrifically Overpowered Fighter Class Features (which covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features). Today, we're doing Horrifically Overpowered Monk Class Features.

Paying members of this Patreon also have access to an Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up. And that now includes exclusive paid-member only Horrifically Overpowered posts which have covered the Arcanist so far, and will be going through the hybrid and occult classes as I work on the core and base classes in posts available to all members.

Horrifically Overpowered Monk Class Features 

You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article or Index, both hyperlinked above).

These Horrifically Overpowered class features apply to just the unchained monk. The Core Monk already got its own Horrifically Overpowered class feature entry.

(Looks unchained to me. Art by warmtail)

Horrifically Overpowered Monk Class Skills (Horrifically Overpowered): Your monastic training allows you to apply skills and personal improvements you learned doing one thing to other apparently unrelated things. This gives you all the following bonuses.*You can use ranks that you put into Acrobatics when you gain a monk level as a bonus to all other Dex-based monk class skills (normally Acrobatics, Escape Artist, Ride, and Stealth) and Dexterity ability checks. This bonus plus ranks you have in a skill cannot exceed your total character level.

*You can use ranks that you put into Climb when you gain a monk level as a bonus to all other Str-based monk class skills (Swim) and Strength ability checks. This bonus plus ranks you have in a skill cannot exceed your total character level.

*You can use ranks you put into Craft when you gain a monk level as a bonus to all other Int-based monk class skills (normally Knowledge [History] and Knowledge [religion]) and Constitution ability checks. (Yes, Constitution ability checks -- that's not an error.) This bonus plus ranks you have in a skill cannot exceed your total character level.

*You can use ranks you put into Profession when you gain a monk level as a bonus to all other Wis-based monk class skills (normally Perception and Sense Motive) and Wisdom ability checks. This bonus plus ranks you have in a skill cannot exceed your total character level.

Horrifically Overpowered Monk Weapon and Armor Proficiency (Horrifically Overpowered): [Monk and Unchained Monk] When using a weapon you gained proficiency with from the monk class, or a weapon with the monk weapon quality with which you are proficient, you can choose to use either its damage or your unarmed strike damage. Any feat, ability, spell or power you could deliver with an unarmed attack, you may instead deliver with a weapon of this type.

When using unarmed strikes, natural attacks, or weapons you gain proficiency with from the monk class, you may replace your Strength modifier with your Wisdom modifier for attack and damage rolls (for melee attacks) or replace your Dexterity modifier with your Wisdom modifier for attacks and/or add your Wisdom modifier to damage.

Horrifically Overpowered AC Bonus (Horrifically Overpowered): You never lose your monk bonus to AC, regardless of your condition, encumbrance, or what armor you wear. If unarmored, unencumbered, and able to move free, you gain an additional bonus to to CMD equal to your Wisdom bonus plus 1/4 of your monk level.

Horrifically Overpowered Flurry of Blows (Horrifically Overpowered): You can use your flurry of blows with any melee or ranged attacks. Beginning at 11th level, you can make a flurry of blows as a standard action to allow you to make one attack at your full attack bonus and one additional attack at -2 to your attack roll. This is still a full attack action, but is a standard action and is limited to just the extra attack listed here--you cannot add additional attacks to this special full attack action through any means.

Horrifically Overpowered Unarmed Strike (Horrifically Overpowered): Calculate your unarmed attack damage as if you were one size category larger. You never provoke an attack of opportunity when making an unarmed attack (even if using it to attempt a combat maneuver).

You do not take a -4 penalty to grapple checks made without 2 free hands. If you successfully reverse a grapple you may also do your unarmed damage. If successfully make a grapple check against a target you were already grappling, you may do your unarmed damage in addition to moving, pinning, or tying up the target.

Horrifically Overpowered Bonus Feat (Horrifically Overpowered): Each time you take a monk bonus feat, you also gain a bonus feat you meet the prerequisites for that has monk levels as a prerequisite (including as an alternative to normal prerequisites), or works differently for monks than other classes (such as Ascetic Style, Elemental Fist, or Savage Slam).

Horrifically Overpowered Stunning Fist (Horrifically Overpowered): You can choose to make a stunning fist attack far more potent by focusing all your momentum and energy into it. If you successfully hit a target with a stunning fist you may choose to be flat-footed, and lose you Dex and Wisdom to AC. If you do so, the save DC against the stunning fist increases by 4, and it's automatically a critical threat.

You can also use stunning fist with ranged attacks.

These abilities can also be used with Dazing Fist, Disorienting Blow, Gorgon Fist, Staggering Fist, Stupefying Strike, and any other feat that has a base attack bonus or monk level as a prerequisite and allows you to make an unarmed strike that forces a target to make a saving throw.

Horrifically Overpowered Evasion (Horrifically Overpowered): You retain your evasion even when bound, helpless, or unconscious. You roll twice for all Reflex saves, taking the better of the two results. If you roll a natural 20 on a Reflex save that evasion applies to, you may also take movement up to your move without provoking attacks of opportunity.

Horrifically Overpowered Fast Movement (Horrifically Overpowered): You add your fast movement bonus to your climb and swim speeds. (If these are 0, you gain a climb speed and swim speed equal to your fast movement bonus.) You can also always jump a distance equal to your fast movement (counting it against your normal land, climb, or swim movement for the round) without requiring an additional action or making a check.

Horrifically Overpowered Still Mind (Horrifically Overpowered): Your still mind bonus applies o all Will saves. If you successfully make a Will save, you are aware of exactly what effect forced yu to make a save, and what square it came from. If you can see the source, you know it is the source.

Horrifically Overpowered Ki Pool (Horrifically Overpowered): You gain the Psychic Sensitivity feat as a bonus feat. If you have the Horrifically Overpowered Monk Class Skills ability, for purposed of determining occult skill unlocks, you are considered to have ranks equal to that Horrifically Overpowered ability for all skills that gain that bonus.

Horrifically Overpowered Ki Power (Horrifically Overpowered): At 4th level you gain the ability to open your root chakra as a swift action, and keep it open, without having to make any saving throws. Your chakras close if you are dazed, flat-footed, paralyzed, petrified, sickened, staggered, stunned, knocked unconscious, or affected by any fear effect.

As you monk level increases you can apply this ability to more chakras. At 6th level you can also use this ability with your sacral chakra. At 8th level you can also use this ability with your navel chakra. At 12th level you can also use this ability with your heart chakra. At 16th level you can also use this ability with your throat chakra. At 18th level you can also use this ability with your brow chakra. At 20th level you can also use this ability with your brow chakra.

Yu can also use the Horrifically Overpowered Class Feature to upgrade a ki power you select to being a horrifically overpowered version of that ki power. This is a separate use of the feat than gaining the chakra-opening ability of making the Ki Power class feature itself Horrifically Overpowered. The individual Horrifically Overpowered ki powers are listed below.

Horrifically Overpowered Abundant Step: This ability now works like teleportation rather than dimension door, only costs 1 ki point, and you can take other creatures with you.

Horrifically Overpowered Diamond Body: You also gain the cobra breath ki power, and you use either the poison's save DC, or 10 + 1/2 monk level + Wisdom bonus, whichever is higher.

Horrifically Overpowered Diamond Mind: This no makes you immune to fear for 1 minute and acts as remove fear.

Horrifically Overpowered Diamond Resilience: Double the DR values, and gain resistance to all energy types for the same value. If you spend 1 ki as a swift action, point, double the values again for 1 round.

Horrifically Overpowered Diamond Soul: The SR is now your character level +15, rather than monk level +10. As a free action you can choose not to apply your SR against a specific spell (if you are aware it is being cast) without having to lower your SR against all spells.

Horrifically Overpowered Elemental Burst: This no longer takes a ki point to use, and the extra damage is 2d6, AND it is multiplied on a critical hit.

Horrifically Overpowered Empty Body: This can now be used as a move action, swift action, or reaction, and takes only 1 ki point.

Horrifically Overpowered Feather Balance: This now applies to all Acrobatics checks.

Horrifically Overpowered Formless Mastery: You can now use this even if you have a stance feat, and it works against all foes.

Horrifically Overpowered Furious Defense: This now lasts for 1 minute.

Horrifically Overpowered High Jump: The bonuses from this class feature apply to all Acrobatics checks, not just ones made to jump.

Horrifically Overpowered Insightful Wisdom: This now applies to any d20 roll, and the ally takes the better of the two results.

Horrifically Overpowered Ki Blocker: This now also prevents the use of hexes, supernatural abilities, and spell-like abilities.

Horrifically Overpowered Ki Guardian: Allies get to make their own saves if one thrown by the monk for them fails, and the monk is only considered to have failed if they fail their own save. And it only costs 1 ki point. And... ah... you can use it on any allies with 30 feet. Sure.

Horrifically Overpowered Ki Hurricane: This now only takes 1 ki point regardless of how many attacks you make, and no target you attack can make an attack of opportunity against you for your movement or for your attack.

Horrifically Overpowered Ki Metabolism: This does not require ki, and you also get Endurance, Diehard, and Toughness as bonus feats.

Horrifically Overpowered Ki Mount: You also get a mount as if you were a cavalier of the same level.

Horrifically Overpowered Ki Range: This does not require ki, and you also get Throw Anything, Point-Blank Shot, and Precise Shot as bonus feats.

Horrifically Overpowered Ki Vision: This does not require ki, and the dividions never fail, though the GM can do real talk and let you know there's only so much advice you are getting if you do it all the time. And... er.... you can cast the dream spell for free once per night.

Horrifically Overpowered Ki Volley: This does not require ki.

Horrifically Overpowered Light Steps: You are also undetectable by tremorsense, can choose not to leave tracks, and never have your speed reduced from encumbrance. And take a permanent ant haul, while you're at it. I mean let's be honest, the still doesn't feel 'Horrifically Overpowered,' does it? Ah... throw in bonus Run , Mobility, and Spring Attack feats, without having to meet their prerequisites.

Horrifically Overpowered One Touch: You can do this with any ranged or monk weapon, you don't have to spend a ki point to double the bonuses, and you can choose for it to be a force effect. And it ignores mirror images. We need to let the monk feel special once and a while.

Horrifically Overpowered... Good GRIEF there are a lot of ki powers. Don't expect me to do this for rogue talents when we get there. Uh-uh. Not happening.

Horrifically Overpowered Quinggong Power: You can choose which Quinggong powers you have each day when you ki pool refills.

Horrifically Overpowered Quivering Palm: This costs only 3 ki points. You can have a number of active quivering palms equal to your Wisdom modifier (rather than just 1). The save DC of this ability is 4 higher. You can use this against objects (which are broken if they fail their save, or destroyed if they were already broken) and against creatures immune to critical hits.

Horrifically Overpowered Slow Fall: The slow fall itself doesn't cost any ki. You can expend 1 ki point to gain a fly speed (with perfect maneuverability) equal to half your land speed for 1 minute.

Horrifically Overpowered Sudden Speed: Add your sudden speed bonus to your climb and swim speeds. (If these are 0, you gain a climb speed and swim speed equal to your fast movement bonus.) If you have a fly speed, also add it to that.

Horrifically Overpowered Water Sprint: You can breath water, you gain a swim speed equal to your land speed, your underwater attacks do not suffer any penalty to attack rolls or reduction of damage due to being made underwater.

Horrifically Overpowered Wind Jump: This does not cost ki points. Also, you look so cool doing this, you add your monk level to any Intimidate checks to demoralize a foe any round you have flown using this power.

These are MY Horrifically Overpowered options, and I watched a lot of Kung Fu Theater, and this is how I want this to work.

Horrifically Overpowered Wholeness of Body: This works like lay on hands, as a paladin of your monk level, including gaining all the mercies of a paladin of that level, but you can only use this ability on yourself (and thus it is always a swift action).

Horrifically Overpowered Still Mind (Horrifically Overpowered): Your still mind bonus applies to all Will saves. If you successfully make a Will save, you are aware of exactly what effect forced you to make a save, and what square it originates from. If you can see the source, you know it is the source.

Horrifically Overpowered Purity of Body (Horrifically Overpowered): You are also immune to all curses.

Horrifically Overpowered Style Strike (Horrifically Overpowered): You can use style strike with any one melee or ranged attack each round, even if you don't use flurry of blows. At 15th level you can use style strike with any two melee or ranged attack each round.

You get one bonus type of style strike. If you expend 1 ki point, you can add two types of style strike to each style strike you make that round.

I am NOT doing a Horrifically Overpowered version of each style strike. Screw that.

Horrifically Overpowered Improved Evasion (Horrifically Overpowered): In addition to the normal function of improved evasion, you also now only fail Reflex saves if you roll a natural 1 on your d20. You must have Horrifically Overpowered Evasion to take Horrifically Overpowered Improved Evasion.

Horrifically Overpowered Tongue of the Sun and the Moon (Horrifically Overpowered): You also gain telepathy, 100 feet.

Horrifically Overpowered Timeless Body (Horrifically Overpowered): You are now also immune to ability damage and ability drains.

Horrifically Overpowered Flawless Mind (Horrifically Overpowered): You now only fail Will saves if you roll a natural 1 on your d20.

Horrifically Overpowered Perfect Self (Horrifically Overpowered): You gain most of the advantages outsiders have over humanoids. Your monk HD become d10s (normally granting you +2 hit points for 1st level and 1 additional hit point for every other monk level). You gain 2 skill points per monk level. You gain Bluff, Knowledge (planes) and 4 other skills of your choice as monk class skills. You increase your darkvision range by 60 feet (gaining darkvision 60 feet if you did not already have it). You do not need to eat or sleep. Once per day, at least 12 hours after you last did so, you can meditate for 10 minutes to gain all the benefits of a night's sleep.

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