[sblock]
Well after spending two days resting my leg and keeping it elevated, it was healed up enough that the wife insisted I aggravate it by walking around town with her. Grr.
Hopefully everything below is formatted correctly. I'm tired of f'ing with it.

This one was a bitch to format.
Druid will wait till tomorrow.[/sblock]
MONK
Alignment: Any lawful.
Hit Die: d8.
Class Skills
The monk’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Jump (Str), Knowledge (arcana/religion) (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Points Per Level: 6 + Int modifier.
Class Features
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, and spear (including shortspear and long spear). Monks are not proficient with any armor or shields.
Centered Bonus: When wearing armor, using a shield, carrying a medium or heavy load, or using a weapon not listed above, a monk is no longer
centered. A monk who is not centered loses many of her class abilities, including her centered bonus, her reaction bonus, her fast movement, and her flurry of blows abilities.
While she is centered, the monk applies the listed centered bonus to attack rolls (including combat maneuvers).
[sblock]As with the rogue's combat tactics bonus, what this bonus does is elevate the monk's "striking" ability to compare to the full BAB classes. It does not grant the monk (nor the rogue) the complete benefits of a full 1:1 BAB progression-- specifically the benefits of combat reactions, the dodge and block bonuses thereof, iterative attack rate, etc. but it does allow the "crossover" fighting classes the same chance to hit in combat.
This creates something of a 4-tier attack progression:
Fighters, barbarians, paladins and rangers with full 1:1 BAB and all the benefits thereof;
Rogues and monks with a 3:4 BAB, but the necessary bonuses to fill their roles;
Bards, clerics and druids with a 3:4 BAB;
Wizards and sorcerers with a 1:2 BAB.
[/sblock]
Reaction Bonus (Ex): When centered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to both AC and initiative 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).
The 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, and when she is not centered.
Flurry of Blows (Ex): When centered, 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. 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 flurry of blows penalty lessens to –1, and at 9th level it is reduced to zero. 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 any of the melee weapons with which monks are proficient. She may attack with unarmed strikes and weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-½ or x ½ ) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any prohibited weapon as part of a flurry of blows. A monk cannot combine flurry of blows with two-weapon fighting.
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 deals more damage with her unarmed strikes than a normal person would, as shown on Table: Monk. (The unarmed damage on Table: Monk is for Medium monks. Adjust the damage for smaller or larger sized monks accordingly.)
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.
Unbreakable: At 1st level, the monk receives a +2 bonus to her Poor saving throw. This bonus rises to +3 at 4th level, +4 at 10th level, and +5 at 16th level.
[sblock]Moving the saving throws from a class-based to a character-based system, where every character chooses two Good and one Poor save, left us with a bit of a math quandary for the monk. The Unbreakable bonus applies a bonus to achieve a "best fit" to continue the monk on her previous "All Good Saves" progression.[/sblock]
Bonus Feat: At 1st, 2nd, and 6th level, a monk may select a bonus feat from the following list of monk bonus feats: Combat Reflexes, Deflect Arrows, Dodge, Improved Disarm, Improved Grapple, Improved Trip, Stunning Fist, Toughness, or Weapon Kata. A monk need not have any of the prerequisites normally required for these feats to select them.
The
weapon kata feat grants the monk proficiency with one additional Simple or Martial weapon of her choice, and adds this weapon to her list of “monk weapons.” When using this weapon, the monk remains centered. A monk cannot use this feat to gain proficiency with an exotic weapon, but if she is already proficient with an exotic weapon (for example, through the normal expenditure of a feat) she may use weapon kata to add that weapon to her list of permitted monk weapons. A monk may have only one weapon kata.
Trapfinding: At 1st level, the monk gains the trapfinding ability. She may use his Disable Device skill to disarm traps as a rogue, even those over DC20.
Evasion (Ex): (snip)
Fast Movement (Ex): (snip)
Still Mind (Ex): (snip)
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. As long as the monk is centered, her attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. (snip)
Slow Fall (Ex): (snip)
Purity of Body (Ex): (snip)
Wholeness of Body (Su): (snip)
Diamond Body (Su): (snip)
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per rest. Her caster level for this effect is equal to her base magic bonus (normally one-half her monk level, rounded down).
Diamond Soul (Ex): (snip)
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
per rest, and she must announce her intent before making her attack roll. (snip)
Timeless Body (Ex): (snip)
Tongue of the Sun and Moon (Ex): (snip)
Empty Body (Su): (snip)
Perfect Self: (snip)
[sblock]
The 1st edition monk was arguably one of the most powerful classes in the game, so it is no surprise that the class has undergone several revisions to reign it in. However, as anyone who has tried to play a monk in 3rd edition can attest, it seems the scales were tipped a bit too far in the opposite direction.
The changes we have implemented here make the monk just a bit more useful, and hopefully restore a bit of that 1st edition badassitude:
• Monks may once again find and remove traps, as well as open locks. Although we understand the desire to protect the rogue’s niche, we feel it’s equally important to allow the monk to contribute to the party.
• Monks are once again proficient with the spear. We weren’t quite ready to give them back proficiency with polearms, but we did give them the long spear.
• Monk unarmed damage has been increased at higher levels. The unarmed damage progression now follows the standard size progression. On average, the monk gains 2-3 points of damage per attack compared to their 3e counterparts.
• Monks have an improved ability with the Deflect Arrows feat (see the Feats chapter). Just as monks are superior practitioners of the Stunning Fist, so too with Deflect Arrows. A monk who chooses the Deflect Arrows feat may automatically deflect one arrow per round per five monk levels.
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Code:
[size=2]
Monk
Level BAB BMB Centered Unarmed Reaction Movement Class
Bonus Damage Bonus Bonus Features
1 +0 +0 +1 1d6 +0 +0 Bonus feat, centering,
flurry of blows,
trapfinding,
unarmed strike,
unbreakable +2
2 +1 +1 +1 1d6 +0 +0 Bonus feat, evasion
3 +2 +1 +1 1d6 +0 +10 Still mind
4 +3 +2 +1 1d8 +0 +10 Ki strike (magic),
slow fall (20 ft.),
unbreakable +3
5 +3 +2 +2 1d8 +1 +10 Purity of body
6 +4 +3 +2 1d8 +1 +20 Bonus feat,
slow fall (30 ft.)
7 +5 +3 +2 1d8 +1 +20 Wholeness of body
8 +6 +4 +2 2d6 +1 +20 Slow fall (40 ft.)
9 +6 +4 +3 2d6 +1 +30 Improved evasion
10 +7 +5 +3 2d6 +2 +30 Ki strike (lawful),
slow fall (50 ft.),
unbreakable +4
11 +8 +5 +3 2d6 +2 +30 Diamond body,
greater flurry
12 +9 +6 +3 2d8 +2 +40 Abundant step,
slow fall (60 ft.)
13 +9 +6 +4 2d8 +2 +40 Diamond soul
14 +10 +7 +4 2d8 +2 +40 Slow fall (70 ft.)
15 +11 +7 +4 2d8 +3 +50 Quivering palm
16 +12 +8 +4 3d6 +3 +50 Ki strike (adamantine),
slow fall (80 ft.),
unbreakable +5
17 +12 +8 +5 3d6 +3 +50 Timeless body,
tongue of the sun and moon
18 +13 +9 +5 3d6 +3 +60 Slow fall (90 ft.)
19 +14 +9 +5 3d6 +3 +60 Empty body
20 +15 +10 +5 3d8 +4 +60 Perfect self,
slow fall (any distance)
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[sblock]
How does flurry of blows interact with the new iterative attacks?
Just add up the extra attacks and penalties as we go along.
1st level: flurry of blows adds 1 attack; -2 to all attacks
5th level: flurry of blows penalty drops to -1 to all attacks
8th level: monk hits (true) BAB +6 and gets his first iterative attack at -2 to all attacks
9th level: flurry of blows penalty drops to 0
11th level: flurry of blows gets another attack
15th level: monk hits BAB +11 and iterative penalty drops to -1
Code:
Level BAB Centered Attack Full Flurry
Bonus Attack of Blows
<--- while centered --->
1 +0 +1 +1 +1 -1/-1
2 +1 +1 +2 +2 +0/+0
3 +2 +1 +3 +3 +1/+1
4 +3 +1 +4 +4 +2/+2
5 +3 +2 +5 +5 +4/+4
6 +4 +2 +6 +6 +5/+5
7 +5 +2 +7 +7 +6/+6
8 +6 (+4/+4) +2 +8 +6/+6 +5/+5/+5
9 +6 (+4/+4) +3 +9 +7/+7 +7/+7/+7
10 +7 (+5/+5) +3 +10 +8/+8 +8/+8/+8
11 +8 (+6/+6) +3 +11 +9/+9 +9/+9/+9/+9
12 +9 (+7/+7) +3 +12 +10/+10 +10/+10/+10/+10
13 +9 (+7/+7) +4 +13 +11/+11 +11/+11/+11/+11
14 +10 (+8/+8) +4 +14 +12/+12 +12/+12/+12/+12
15 +11 (+10/+10) +4 +15 +14/+14/+14 +14/+14/+14/+14
16 +12 (+11/+11) +4 +16 +15/+15/+15 +15/+15/+15/+15
17 +12 (+11/+11) +5 +17 +16/+16/+16 +16/+16/+16/+16
18 +13 (+12/+12) +5 +18 +17/+17/+17 +17/+17/+17/+17
19 +14 (+13/+13) +5 +19 +18/+18/+18 +18/+18/+18/+18
20 +15 (+14/+14) +5 +20 +19/+19/+19 +19/+19/+19/+19
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