Monk

  Unarmed AC Unarmored
Level BAB Fort Ref Will Special Damage Bonus Speed Bonus
1st +0 +2 +2 +2 Ki pool, fighting style, flurry of blows, unarmed strike 1d6 +0 +0 ft
2nd +1 +3 +3 +3 Evasion 1d6 +0 +0 ft
3rd +2 +3 +3 +3 Still mind 1d6 +0 +10 ft
4th +3 +4 +4 +4 Martial strike (magic), slow fall 20 ft. 1d8 +0 +10 ft
5th +3 +4 +4 +4 Purity of body 1d8 +1 +10 ft
6th +4 +5 +5 +5 Stunning fist, slow fall 30 ft. 1d8 +1 +20 ft
7th +5 +5 +5 +5 Wholeness of body 1d8 +1 +20 ft
8th +6/+1 +6 +6 +6 Slow fall 40 ft. 1d10 +1 +20 ft
9th +6/+1 +6 +6 +6 Improved evasion 1d10 +1 +30 ft
10th +7/+2 +7 +7 +7 Martial strike (lawful), slow fall 50 ft. 1d10 +2 +30 ft
11th +8/+3 +7 +7 +7 Diamond body, greater flurry 1d10 +2 +30 ft
12th +9/+4 +8 +8 +8 Abundant step, slow fall 60 ft. 2d6 +2 +40 ft
13th +9/+4 +8 +8 +8 Diamond soul 2d6 +2 +40 ft
14th +10/+5 +9 +9 +9 Slow fall 70 ft. 2d6 +2 +40 ft
15th +11/+6/+1 +9 +9 +9 Quivering palm 2d6 +3 +50 ft
16th +12/+7/+2 +10 +10 +10 Martial strike (adamantine), slow fall 80 ft. 2d8 +3 +50 ft
17th +12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and moon 2d8 +3 +50 ft
18th +13/+8/+3 +11 +11 +11 Slow fall 90 ft. 2d8 +3 +60 ft
19th +14/+9/+4 +11 +11 +11 Empty body 2d8 +3 +60 ft
20th +15/+10/+5 +12 +12 +12 Perfect self, slow fall any distance 2d10 +4 +60 ft
Hit Dice
D8
Skill Points
Int + 4
Starting Gold
4d4x10 (100 gp)
Class Feature

All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are natural attacks, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields—in fact, many of the monk's special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and ki abilities.

Ki Pool (Su): A monk can channel her ki to manifest special powers of unarmed combat. She can use her ki powers a number of times per encounter equal to one-half her class level (minimum 1) plus her Wisdom bonus (if any). Her ki pool is refreshed after 10 minutes of rest. Ki powers can be used only if a monk is wearing no armor, use no shield, and is unencumbered.

As long as a monk's ki pool isn’t empty (that is, as long as she has at least one use remaining), she gains a +2 bonus on her Will saves. She must be wearing no armor and must be unencumbered to benefit from this bonus.

A monk's ki powers are flurry of blows, stunning fist, greater flurry, and quivering palm. Each power is described under a separate entry below.

AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Fighting Style: A 1st-level monk (regardless of character level) may select one of the fighting styles described below. By selecting one of these fighting styles, she dictates which bonus feats she gains at 1st, 2nd, and 6th level. In addition, at 1st level she gets a +2 bonus on checks involving a skill of her selection. Finally, she gains a bonus ability at 6th level if she has met the listed prerequisites by that time. If the character hasn't yet met the prerequisites, she doesn't gain the bonus ability, even if she meets the prerequisites at some later time.

Cobra Strike

Monks of the Cobra Strike School specialize in agility and defense. By making herself hard to pin down, the Cobra Strike monk forces the enemy to fight on her terms.

1st-Level Skill Bonus: Escape Artist
1st-Level Feat: Dodge
2nd-Level Feat: Mobility
6th-Level Feat: Spring Attack
6th-Level Bonus Ability: The dodge bonus to Armor Class granted by your Dodge feat increases to +2.
Prerequisites: Acrobatics 4 ranks, Escape Artist 9 ranks

Denying Stance

The Denying Stance monk seeks to neutralize the opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error.

1st-Level Skill Bonus: Acrobatics
1st-Level Feat: Improved Grapple
2nd-Level Feat: Combat Reflexes
6th-Level Feat: Improved Disarm
6th-Level Bonus Ability: When fighting defensively or using the Combat Expertise feat, you gain a +2 bonus on grapple checks and disarm attempts
Prerequisites: Acrobatics 9 ranks, Combat Expertise

Hand and Foot

Students of the Hand and Foot style learn to use their appendages for both offense and defense.

1st-Level Skill Bonus: Acrobatics
1st-Level Feat: Improved Natural Attack
2nd-Level Feat: Deflect Arrows
6th-Level Feat: Improved Trip
6th-Level Bonus Ability: You gain a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip you, and a +4 bonus on Dexterity or Strength checks to avoid being tripped or bull rushed
Prerequisites: Acrobatics 9 ranks

Invisible Eye

Monks of the Invisible Eye rely on their senses, particularly hearing, to aid them in combat.

1st-Level Skill Bonus: Perception
1st-Level Feat: Combat Reflexes
2nd-Level Feat: Lightning Reflexes
6th-Level Feat: Blind-Fight
6th-Level Bonus Ability: When unarmed and fighting defensively, using Combat Expertise, or using the total defense action, increase the dodge bonus to Armor Class that you gain from using that tactic by 1
Prerequisites: Perception 9 ranks

Overwhelming Attack

A monk trained in the Overwhelming Attack style always presses the advantage, preferring a showy display of all-out offense to any form of defense.

1st-Level skill Bonus: Intimidate
1st-Level Feat: Power Attack
2nd-Level Feat: Improved Bull Rush
6th-Level Feat: Improved Overrun
6th-Level Bonus Ability: If you have used Intimidate to demoralize your opponent at any time within the previous 10 rounds, you gain a +4 bonus on Strength checks made to bull rush or overrun that opponent
Prerequisites: Intimidate 4 ranks, Perform (dance) 4 ranks.

Passive Way

The Passive Way focuses on making your opponent overreach himself or underestimate your skill.

1st-Level Skill Bonus: Deception
1st-Level Feat: Combat Expertise
2nd-Level Feat: Improved Trip
6th-Level Feat: Improved Feint
6th-Level Bonus Ability: You gain a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class.
Prerequisites: Deception 4 ranks, Sense Motive 4 ranks, Skill Focus (Deception)

Sleeping Tiger

The Sleeping Tiger style mixes smooth motions with powerful strikes. It favors a quick, first strike approach, preferably from a position of ambush.

1st-Level Skill Bonus: Stealth
1st-Level Feat: Weapon Finesse
2nd-Level Feat: Improved Initiative
6th-Level Feat: Improved Sunder
6th-Level Bonus Ability: Once per round, when an opponent would be denied his Dexterity bonus to Armor Class, the monk deals an extra 1d6 points of damage with a melee attack made with a light weapon. Any creature immune to sneak attacks is immune to this ability
Prerequisites: Stealth 9 ranks, Power Attack

Undying Way

Monks of the Undying Way believe in patience above all else. They work to outlast their opponents by means of superior endurance.

1st-Level Skill Bonus: Perception
1st-Level Feat: You gain 3 hit points.
2nd-Level Feat: Endurance
6th-Level Feat: Diehard
6th-Level Bonus Ability: When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction 2/-
Prerequisites: Perception 9 ranks

Flurry of Blows (Su): A monk may launch into a combination of hard and fast-hitting blows. A monk can spend one encounter use of her ki power to may make one extra attack in a round at her highest base attack bonus during a pounce or a full attack.

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. She adds her Wisdom modifier (up to her class level) to her attack rolls and damage rolls during a flurry. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x1-1/2 or x1/2) 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.

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 Monk table. 

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.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3—10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.

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.

Martial Strike (Su): At 4th level, a monk's unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

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 monk Table.

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).

Stunning Fist (Su): At 6th level and higher, a monk can spend one encounter use of her ki power to cause her attacks to stun her foes. Enemies hit by her melee attacks must make a Fortitude saving throw (DC 10 + 12 the monk's level + the monk's Wis modifier) or be stunned for 1 round. This save is rolled after damage is rolled, and repeat hits on the same opponent in the same round does not result in additional stun attempts.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses. This is a standard action.

Improved Evasion (Ex): At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.

Greater Flurry (Su): At 11th level and higher, a monk's flurry 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.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance) that equals or exceeds the monk's spell resistance.

Quivering Palm (Su): Starting at 15th level, a monk can spend one encounter use of her ki power to set up fatal vibrations within the body of another creature. This does not cost an action, but she can only do this once per round, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. The target must make a Fortitude saving throw (DC 10 + 12 the monk's level + the monk's Wis modifier), it dies.

Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

 

Alternate Class Features

Decisive Strike (Ex): As a full round action, a monk can make a single attack at highest base attack bonus with an unarmed strike or a special monk weapon. She takes -2 penalty on this attack roll. If the attack hits, it deals double damage (as does any other attack she makes before the start of her next turn). If she uses this strike to deliver a stunning attack, increase the save DC to resist the stun by 2. This is an extraordinary ability.

At 5th level, the penalty on the attack roll lessens to -1, and at 9th level, it disappears.

At 11th level, she can make two attacks when using this class features, though no more than one attack can target a single creature. Both attacks use her highest base attack bonus.

This ability replaces Flurry of Blows.

 

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