MONK
Alignment: Any lawful.
Hit Die: d8.
Class
Skills: The monk’s
class skills (and the key ability for each skill) are Balance (Dex), Climb (Str),
Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex),
Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis),
Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis),
Swim (Str), and Tumble (Dex).
Skill Points at 1st
Level: (4 + Int
modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency:
Monks are proficient
with 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
Special: A monk can join certain monasteistic orders that grant him special abilities and benefits. Monks who join these orders gain different abilities as they advance in levels.
| Level | Attack Bonus |
-Special- |
Flurry of Blows Attack Bonus | Unarmed Damae | AC Bonus |
Unarmored |
|||
| 1 | +0 | +2 | +2 | +2 | Bonus feat, flurry of blows, unarmed strike | -2/-2 | 1d6 | +0 | +0 ft. |
| 2 | +1 | +3 | +3 | +3 | Bonus feat, evasion | -1/-1 | 1d6 | +0 | +0 ft. |
| 3 | +2 | +3 | +3 | +3 | Still mind | +0/+0 | 1d6 | +0 | +10 ft. |
| 4 | +3 | +4 | +4 | +4 |
Ki
strike (magic),
|
+1/+1 | 1d8 | +0 | +10 ft. |
| 5 | +3 | +4 | +4 | +4 | Purity of body | +2/+2 | 1d8 | +1 | +10 ft. |
| 6 | +4 | +5 | +5 | +5 |
Bonus feat, slow fall 30 ft. |
+3+/3 | 1d8 | +1 | +20 ft. |
| 7 | +5 | +5 | +5 | +5 | Wholeness of body | +4/+4 | 1d8 | +1 | +20 ft. |
| 8 | +6/+1 | +6 | +6 | +6 | Slow fall 40 ft. | +5/+5/+0 | 1d10 | +1 | +20 ft. |
| 9 | +6/+1 | +6 | +6 | +6 | Improved evasion | +6/+6/+1 | 1d10 | +1 | +30 ft. |
| 10 | +7/+2 | +7 | +7 | +7 |
Ki strike (lawful), slow fall 50 ft. |
+7/+7/+2 | 1d10 | +2 | +30 ft. |
| 11 | +8/+3 | +7 | +7 | +7 |
Diamond
body, |
+8/+8/+8/+3 | 1d10 | +2 | +30 ft. |
| 12 | +9/+4 | +8 | +8 | +8 |
Abundant
step, |
+9/+9/+9/+4 | 2d6 | +2 | +40 ft. |
| 13 | +9/+4 | +8 | +8 | +8 | Diamond soul | +9/+9/+9/+4 | 2d6 | +2 | +40 ft. |
| 14 | +10/+5 | +9 | +9 | +9 | Slow fall 70 ft. | +10/+10/+10/+5 | 2d6 | +2 | +40 ft. |
| 15 | +11/+6/+1 | +9 | +9 | +9 | Quivering palm | +11/+11/+11/+6/+1 | 2d6 | +3 | +50 ft. |
| 16 | +12/+7/+2 | +10 | +10 | +10 | Ki strike (adamantine), slow fall 80 ft. | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft. |
| 17 | +12/+7/+2 | +10 | +10 | +10 | Timeless body, tongue of the sun and moon | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft. |
| 18 | +13/+8/+3 | +11 | +11 | +11 | Slow fall 90 ft. | +13/+13/+13/+8/+3 | 2d8 | +3 | +60 ft. |
| 19 | +14/+9/+4 | +11 | +11 | +11 | Empty body | +14/+14/+14/+9/+4 | 2d8 | +3 | +60 ft. |
| 20 | +15/+10/+5 | +12 | +12 | +12 |
Perfect
self, |
+15/+15/+15/+10/+5 | 2d10 | +4 | +60 ft. |
| 21 | +16/+11/+6/+1 | +12 | +12 | +12 | +15/+15/+15/+10/+5 | 2d10 | +4 | +70 ft. | |
| 22 | +16/+11/+6/+1 | +13 | +13 | +13 | +16/+16/+16/+11/+6 | 2d10 | +4 | +70 ft. | |
| 23 | +17/+12/+7/+2 | +13 | +13 | +13 | +17/+17/+17/+12/+7 | 2d10 | +4 | +70 ft. | |
| 24 | +17/+12/+7/+2 | +14 | +14 | +14 | +18/+18/+18/+13/+8 | 3d6 | +4 | +80 ft. | |
| 25 | +18/+13/+8/+3 | +14 | +14 | +14 | Bonus Feat | +18/+18/+18/+13/+8 | 3d6 | +5 | +80 ft. |
| 26 | +18/+13/+8/+3 | +15 | +15 | +15 | +19/+19/+19/+14/+9 | 3d6 | +5 | +80 ft. | |
| 27 | +19/+14/+9+4 | +15 | +15 | +15 | +20/+20/+20/+15/+10 | 3d6 | +5 | +90 ft. | |
| 28 | +19/+14/+9/+4 | +16 | +16 | +16 | +21/+21/+21/+16/+11 | 3d8 | +5 | +90 ft. | |
| 29 | +20/+15/+10/+5 | +16 | +16 | +16 | +21/+21/+21/+16/+11 | 3d8 | +5 | +90 ft. | |
| 30 | +20/+15/+10/+5 | +17 | +17 | +17 | Bonus Feat | +22/+22/+22/+17/+12 | 3d8 | +6 | +100 ft. |
AC Bonus
(Ex): 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.
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: 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 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. When using weapons as part of a flurry of blows, a monk applies her
Strength bonus (not Str bonus x 1-1/2
or x 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.
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.
Unarmed
Strike: 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.
A monk also
deals more damage with her unarmed strikes than a normal person would, as shown
on Table: The Monk. The unarmed damage on Table: The Monk 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.
Table: Small or Large Monk Unarmed
Damage
|
||
|
Level |
Damage (Small Monk) |
Damage (Large
Monk) |
|
1st–3rd
|
1d4 |
1d8 |
|
4th–7th
|
1d6 |
2d6 |
|
8th–11th
|
1d8 |
2d8 |
|
12th–15th
|
1d10 |
3d6 |
|
16th–19th
|
2d6 |
3d8 |
|
20th |
2d8 |
4d8 |
Bonus Feat:
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a
bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect
Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or
Improved Trip as a bonus feat. A monk need not have any of the prerequisites
normally required for these feats to select them.
Evasion
(Ex): At 2nd level or
higher if a monk makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, she instead takes no damage.
Evasion can be used only if a monk is wearing light armor or no armor. A
helpless monk 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: The
Monk. A monk in 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.
Ki Strike
(Su): At 4th level, a
monk’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. Ki strike improves with the character’s monk level.
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.
Purity
of Body (Ex): At 5th
level, a monk gains immunity to all diseases except for supernatural and magical
diseases.
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.
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, but henceforth she takes only
half damage on a failed save. A helpless monk does not gain the benefit of
improved evasion.
Diamond
Body (Su): At 11th
level, a monk gains immunity to poisons of all kinds.
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) that equals or exceeds the monk’s
spell resistance.
Quivering
Palm (Su): Starting
at 15th level, a monk can set up vibrations within the body of another creature
that can thereafter be fatal if the monk so desires. She can use this quivering
palm attack once a week, 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. Thereafter the monk can try to slay the victim at any
later time, as long as the attempt is made within a number of days equal to her
monk level. To make such an attempt, the monk merely wills the target to die (a
free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2
the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is
successful, the target is no longer in danger from that particular quivering
palm attack, but it may still be affected by another one at a later time.
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 becomes a magical creature. She is forevermore treated as an outsider
rather than as a humanoid (or whatever the monk’s creature type was) for the
purpose of spells and magical effects. 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.
A monk who
becomes nonlawful cannot gain new levels as a monk but retains all monk
abilities.
Like a
member of any other class, a monk may be a multiclass character, but multiclass
monks face a special restriction. A monk who gains a new class or (if already
multiclass) raises another class by a level may never again raise her monk
level, though she retains all her monk abilities.