Monastic Thaumaturge (Monk Archetype)

Monastic thaumaturges belong to an ascetic order of studious and enlightened monks who revere knowledge of every kind and focus their learning on a particular course of magical studies. As such, the monastic thaumaturges obtain the fundamental knowledge and skills of their chosen field, whether alchemic, arcane, or divine.


Class Features
The monastic thaumaturge has the following class features.

Class Skills

A monastic thaumaturge adds Knowledge (all) and Linguistics to his list of class skills, instead of Intimidate and Perform. This ability alters the monk’s class skills. 

Thaumaturgic Discipline

At 1st level, a monastic thaumaturge must choose one of the following thaumaturgic disciplines. Once chosen, it cannot be changed. 

Alchemy: The monastic thaumaturge is infused with alchemic energy and gains the following abilities at the indicated levels.

At 1st level, a monastic thaumaturge that chooses the alchemy discipline masters the creation of mundane alchemical substances such as alchemist’s fire and smokesticks, as the alchemist's alchemy class feature. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a monastic thaumaturge can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

At 4th level, a monastic thaumaturge can spend 1 point from his ki pool to create a bomb as the alchemist class ability of the same name. The bomb deals 1d6 points of damage, plus and additional 1d6 points of damage every three levels thereafter, to a maximum of 6d6 at 19th level. 

At 6th level, a monastic thaumaturge may select an alchemist's discovery in place of a bonus feat. For the unchained monk, he may select an alchemist's discovery in place of a ki power. 

The monastic thaumaturge may only select from the following discoveries: acid bomb, anarchic bomb, axiomatic bomb, breath weapon bomb, concussive bomb, defoliant bomb, ectoplasmic bomb, explosive bomb, force bomb, frost bomb, healing bomb, holy bombs, profane bombs, shock bomb. 

The monastic thaumaturge must meet the prerequisites of any discovery he chooses. 
  
ArcaneThe monastic thaumaturge is infused with arcane energy and gains the following abilities at the indicated levels.

At 1st level, a monastic thaumaturge that chooses the arcane discipline masters the creation of mundane alchemical substances such as alchemist’s fire and smokesticks, as the alchemist's alchemy class feature. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, a monastic thaumaturge can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

At 4th level, a monastic thaumaturge may select an arcanist's exploit of his choice from the list of arcanist exploits below. He can spend 1 point from his ki pool to activate this exploit. Any exploit with damage dice deals one die of damage at 4th level, plus an additional die of damage every three levels thereafter, to a maximum of six damage dice at 19th level. 

The monastic thaumaturge may only select from the following exploits: acid jet, arcane barrier, dimensional slide, energy shield, flame arc, force strike, holy water jet, ice missile, lightning lance, see magic, sonic blast.  

The monastic thaumaturge must meet the prerequisites of any chosen exploit. 

At 6th level and every four levels thereafter, the monastic thaumaturge may select an additional exploit in place of a bonus feat. For the unchained monk, he may select an additional exploit in place of a ki power at 6th level and every four levels thereafter.  

DivineThe monastic thaumaturge is infused with divine energy and gains the following abilities at the indicated levels.

At 1st level, a monastic thaumaturge that chooses the divine discipline gains the cleric's aura class ability of the same name, except that the aura corresponds to his alignment. The monastic thaumaturge has also mastered the creation of mundane religious items such as holy symbols, holy water, and channel foci. When using the Craft skill to create a religious item, a monastic thaumaturge gains a competence bonus equal to his class level on the Craft check. In addition, an monastic thaumaturge can use the Craft skill to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

At 4th level, a monastic thaumaturge gains the cleric's channel energy ability and can spend 1 point from his ki pool to heal or deal damage. The type of energy the monastic thaumaturge can channel (negative or positive) depends on his alignment. Channeling energy in this way heals or deals 1d6 points of damage, plus an additional 1d6 points of damage every three levels beyond 4th, to a maximum of 6d6 at 19th level. 

At 6th level, a monastic thaumaturge may select a channeling feat in place of a bonus feat. For the unchained monk, he may select a channeling feat in place of a ki power at 6th level and every four levels thereafter. 

The monastic thaumaturge may only select from the following channeling feats: alignment channel, channel ray, channel smite, command undead, elemental channel, improved channel, selective channeling, turn undead.   

The monastic thaumaturge must meet the requirements of any chosen channeling feat. 

For the purpose of qualifying for any alchemist discoveries, arcanist exploits, and channeling feats, a monastic thaumaturge class level is equal to his monk level -3. He otherwise treats his monk level as his class level for the purpose of any alchemist, arcanist, or cleric class features granted by the monastic thaumaturge archetype. 

This ability replaces the monk's slow fall, abundant step, and empty body abilities. For the unchained monk, this ability replaces the bonus feat gained at 2nd, 10th, and 18th level. 

Lore (Ex)

At 3rd level, the monastic thaumaturge gains a bonus equal to 1/2 his monk level on Knowledge checks and can attempt Knowledge checks untrained. This ability replaces still mind. For the unchained monk, this ability is gained at 4th level.  

Advanced Thaumaturgy (Su)

At 10th level, a monastic thaumaturge learns the advanced techniques of his thaumaturgic discipline. The monastic thaumaturge may choose from the domains (or subdomains) and schools (or subschools) listed in his discipline. He gains the 1st-level power of his chosen domain (or subdomain) or the 1st-level daily use power of his chosen school (or subschool). Once chosen, the choice of domain or school cannot be changed.  

Alchemy: The monastic thaumaturge may choose from the following alchemy discipline domains and schools, and their corresponding subdomains and subschools. 
  • Domains: Artifice (Alchemy), Earth (Metal), Fire (Arson), Knowledge (Memory), Magic (Alchemy) 
  • Schools: Conjuration, Enchantment, Transmutation
  • Elemental Schools: Air (Ice), Earth, Fire, Metal, Water
ArcaneThe monastic thaumaturge may choose from the following arcane discipline domains and schools, and their corresponding subdomains and subschools. 
  • Domains: Air (Wind), Earth (Metal), Fire (Arson), Knowledge (Memory), Magic (Arcane)
  • Schools: Abjuration, Conjuration, Divination, Enchantment, Illusion, Necromancy, Transmutation, Universal, 
  • Elemental Schools: Air (Ice, Smoke), Earth (Magma, Mud),  Fire (Magma, Smoke), Metal, Water (Ice, Mud), Wood
DivineThe monastic thaumaturge may choose from the following divine discipline domains and schools, and their corresponding subdomains and subschools. 
  • Domains: Evil (Plague), Good (Friendship), Healing (Restoration), Knowledge (Memory), Law (Judgment), Magic (Divine), Water (Rivers)
  • Schools: Abjuration, Divination, Evocation, Necromancy
  • Elemental Schools: Air, Metal, Wood
This ability replaces the bonus feat gained at 10th level. For the unchained monk, this ability replaces his 10th level ki power.


Table: Monastic Thaumaturge
Level Base Attack 
Bonus
Fort 
Save
Ref 
Save
Will 
Save
Special
Flurry of Blows Attack Bonus Unarmed Damage AC Bonus Fast
Move
1st +0 +2 +2 +2 Bonus feat, flurry of blows, stunning fist, thaumaturgic discipline, unarmed strike—1/—1 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus feat, evasion +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Fast movement, lore, maneuver training +1/+1 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki pool (magic) +2/+2 1d8 +1 +10 ft.
5th +3 +4 +4 +4 High jumppurity of body +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5Bonus feat +4/+4/—1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Ki pool (cold iron/silver), wholeness of body+5/+5/+0 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6
+6/+6/+1/+1 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6Improved evasion +7/+7/+2/+2 1d10 +2 +30 ft.
10th +7/+2 +7 +7 +7 Advanced thaumaturgy, ki pool (lawful) +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond body +9/+9/+4/+4/—1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8
+10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8Diamond soul +11/+11/+6/+6/+1/+1 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Bonus feat +12/+12/+7/+7/+2/+2 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9Quivering palm +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki pool (adamantine) +14/+14/+9/+9/+4/+4/—1 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless bodytongue of the sun and moon +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 Bonus feat +16/+16/+11/+11+6/+6/+1/+1 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11
+17/+17/+12/+12/+7/+7/+2/+2 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect self +18/+18/+13/+13/+8/+8/+3/+3 2d10 +5 +60 ft.