master arminas
First Post
At the very top of the character classes I love is the belittled and often cursed at monk. I starting playing the game back in '86 and the very first character I played was a monk. I especially enjoyed playing the revised class featured in Dragon Magazine (and one of the Best of Dragon compilations), and havent' really been happy with the direction that the game has taken this class.
Many people today seem to want a front-liner that puts fighters, barbarians, and rangers to shame, but that isn't what the monk should be. He is a scout, a skirmisher, a combatent that can hold his own, but shouldn't expect to defeat a dragon or a giant by himself. Admittedly, some of the things that Wizards (and Paizo) did with the monk I approve of. But it could be so much better and fit within the our campaign universes.
This is my own humble attempt to do just that. I hope you enjoy the class that follows and would ask that if you have any suggestions, advice, critiques, or criticisms to feel free to post them. I'm a big boy and my feelings aren't so easily hurt. So don't hold back.
Master Arminas
Revised Pathfinder Monk
For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding within themselves weapons that are just as capable of crippling or killing as any blade. These monks (so called since they adhere to strict martial disciplines and ancient philosophies passed down through the generations since the mythical War between Law and Chaos) elevate their bodies to become weapons of war. Monks tread the path of discipline and self-enlightenment, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
Role: This version of the monk class is, first and foremost, a skirmisher. Sharing the same BAB as the cleric and rogue, a monk character relies upon his incredible feats of agility and combat movement to handily cross the battlefield to where he is most needed. He can set up flanks for the rogue with ease, rush to a dying comrade and (in the same round) dimension door the unlucky hero to the cleric for healing. But he is no slouch in the combat arena. Although no match for a dedicated fighter in terms of his attack bonus, he is able (under the right conditions) to get as many as five attacks at his highest base attack. He can even make the same of number of attacks (under ideal circumstances, once again) while moving. And when those attacks do connect, the monk can inflict some hefty damage, especially against foes that aligned with chaos.
But the monk can do still more, for he has a good selection of skills at his disposal, and his high Wisdom score allows him to serve as the party’s eyes and ears. Combined with Stealth, the monk makes for an excellent scout that can probe ahead of the party in the dark places of the world. His endurance and ability to sustain hardship is legendary, rivaled only by the toughest of barbarians and most skilled of rangers. The varied selection of skills and talents that the monk has at his disposal make a valued member of any adventuring party.
Alignment: Any lawful.
Hit Die: d8.
BAB: Medium
Good Saves: Fort; Reflex; and Will
Class Skills: Acrobatics (Dex); Climb (Str); Craft (Int); Diplomacy (Cha); Escape Artist (Dex); Knowledge (History) (Int); Knowledge (Religion) (Int); Perception (Wis); Perform (Cha); Profession (Wis), Ride (Dex); Sense Motive (Wis); Stealth (Dex); and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Weapons and Armor Proficiency: A monk is proficient with all simple weapons, with the exception of the morning star and heavy mace. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he uses a shield, or when he carries a medium or heavy load.
Bonus Feat: At 1st level, 2nd level, and every 4 levels gained as a monk thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, Mobility, and Weapon Specialization.
At 10th level, the following feats are added to the list: Great Weapon Focus, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Fast Movement (Ex/Su): A monk’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is wearing no armor and is not carrying a medium or heavy load. This bonus stacks with any other bonuses to the monk’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a monk’s speed). This ability is extraordinary.
At 4th level, when a monk gains access to his ki pool (see below), the character can achieve literally superhuman bursts of speed for limited periods of time. As a free action, a monk can spend 1 point of ki to increase his speed by +20 feet. This speed increase lasts for 1 round per monk class level and is a supernatural ability. At 6th level, and again every two levels gained thereafter, the monk's speed when bonus when spending a point of ki increases by an additional +5 feet, to a maximum increase of +60 feet at 20th level.
The bonus speed granted to a monk through the use of this ability is a supernatural ability and is not considered to be an enhancement bonus. Therefore, spells (such as haste and expeditious retreat) and items (such as boots of striding and springing) that do provide an enhancement bonus to movement stack with this ability.
Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk deals more damage with his unarmed strikes than normal; from 1st-3rd level the damage is 1d6. This increases to 2d4 at 4th level. At 8th level, and every 4 monk levels gained thereafter, the damage increases by an additional 1d4, to a maximum of 6d4 at 20th level. The unarmed damage is for all monks, regardless of size. The techniques a monk learns do not alter the base damage of the class due to being either smaller or larger, although both Strength bonuses and penalties apply as normal.
A monk’s unarmed strike cannot be enhanced by any form of magical augmentation, such as magic weapon, greater magic fang, or by other means (but see ki strike, below).
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does meet the prerequisites. At 4th level, and every 4 levels gained as a monk thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
A monk gains one use of this feat for every monk level he possesses, as described in the Stunning Fist feat.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing no armor and is not carrying a medium or heavy load. A helpless monk does not gain the benefit of evasion.
Flurry of Blows (Ex): At 3rd level, a monk gains the ability to make a flurry of blows. When using unarmed strikes, simple melee weapons with which he is proficient, or darts a monk can make a flurry of blows attack. Flurry of blows can be added to either a standard attack or a full-attack; in either case, flurry of blows is not an action itself. When using this ability a monk may make one additional attack using any combination of unarmed strikes or weapons at his highest base attack bonus. However, this attack, as well as all others made by the monk in that round, suffers a penalty of -2 to hit.
At 8th level, the penalty on his attacks decreases to -1. At 13th level, the monk no longer suffers a penalty on attacks.
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with a flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus and his Combat Maneuver Defense. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. This bonus increases to +4 at 10th level and to +6 at 17th level.
Ki Pool (Su): At 4th level, a monk begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The monk gains a pool of ki points, equal to his monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift, a monk can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can gain one additional attack at his highest base attack bonus when making a flurry of blows attack; he can gain a +4 insight bonus to his attacks for 1 round; or he can gain a +4 insight bonus to his damage for 1 round.
A monk gains additional powers that consume points from his ki pool as he latter gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Strike (Su): At 4th level, a monk can focus his ki into his unarmed strikes, making them the equivalent of enchanted weapons. When first gained, the monk gains a +1 enhancement bonus to hit and damage. At 8th level, and every 4 levels gained thereafter as a monk, this bonus increases by +1, to a maximum of +5 at 20th level. This enhancement bonus overcomes damage reduction just as normal magic weapons do. If the monk’s ki pool (see above) is ever exhausted (reaches 0), he loses the benefit of ki strike until his ki pool replenishes.
Catfall (Su): At 4th level or higher, a monk can fall incredible distances without suffering damage. When falling, a monk always lands on his feet. In addition, he reduces the damage inflicted from a fall by 1d6 per monk level he possesses, to a maximum reduction of 20d6 at 20th level. Unlike magical spells (such as feather fall) with similar effects, a monk is not slowed during his descent, making this ability a favored method for higher level monks to rapidly descend great distances quickly.
Agility Training (Ex): At 5th level, a monk adds one-half his level (round down) to all Acrobatics and Climb skill checks. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases (such as lycanthropy and mummy rot).
Servant of Order (Su): At 6th level, a monk deals an additional 1d6 points of damage with his unarmed strikes against chaotic-aligned creatures. This additional damage is not multiplied on a critical hit.
Speak with Animals (Ex): At 6th level, a monk can converse with any creature of the animal type, as per the spell speak with animals. Such conversations are limited by the animal’s intelligence (or lack thereof).
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can expend 1 point from his ki pool to heal a number of hit points of damage equal to his monk level + his Wisdom bonus (if any).
Spiritual Endurance (Ex): At 8th level, a monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a monk remains fully aware of his surroundings and may make Perception checks without penalty.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Duty Never Tires (Ex): At 10th level, a monk gains Endurance as a bonus feat. Furthermore, by spending 1 ki point as a swift action, he can ignore the effects of fatigue for 10 minutes per monk level.
Touch of Law (Su): At 10th level, a monk’s unarmed strikes are treated as lawful weapons for the purpose of overcoming damage reduction.
Diamond Body (Ex): 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. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. Unlike the normal use of dimension door, the monk may take any remaining actions in a round after using this ability. He may take up to one willing creature with him when he uses this ability.
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his 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.
Champion of Order (Su): At 14th level, a monk deals an additional 1d6 points of damage with his unarmed strikes against chaotic-aligned creatures. This stacks with the bonus damage granted by the servant of order ability, for a total of +2d6 bonus damage. This additional damage is not multiplied on a critical hit.
Unfettered Speech (Ex): At 14th level, a monk can converse with any creatures of the plant type, as per the spell speak with plants. Such conversations are limited by the plant’s intelligence (or lack thereof). The monk may also speak with and comprehend any magical beast.
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. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. 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 his 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 + ½ the monk’s level + the monk’s Wisdom modifier) it dies. If the saving throw is successful, the target instead suffers 1d4 points of damage per monk level and the quivering palm attack ends; the target may still die if he suffers enough damage from this attack to reduce him to negative hit points equal to his Constitution score. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated. This ability is a death effect.
Adamantine Touch (Su): At 16th level, a monk can spend 1 point from his ki pool to treat his unarmed strikes as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness for 1 minute.
Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores to his physical ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. The initial roll made by the DM for the character’s maximum age (according to race) is discarded, and a new maximum age calculated. The random dice are maximized. For example, a human monk who reaches 17th level will live to a ripe old age of 110 years, while an elf monk could see 750 years. Age bonuses to the monk’s mental ability scores still accrue, and the monk still dies of old age when his time is up. This ability is not the same as immortality, and the monk can always die before his time due to violence.
Tongues (Ex): At 17th level, a monk can converse with any creature, as per the spell tongues. To communicate, a creature must be within 30 feet of the monk and both the monk and creature must have line-of-sight to each other.
Stalwart Soul (Ex): At 18th level, a monk no longer suffers any penalties for being fatigued (he still remains fatigued, however, for purposes of exhaustion). If the monk becomes exhausted, he may spend 2 ki points as a swift action to ignore the effects of exhaustion for 1 minute per monk level.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
Perfect Self: At 20th level, a monk transcends his mortal limitations. He gains damage reduction 10/-, which allows him to ignore the first 10 points of damage from any attack. He gains blindsight in a 30-foot radius. He gains immunity versus mind-affecting spells, spell-like abilities, and other effects (this replaces and does not stack with the still mind ability), as well as being the recipient of constant nondetection and undetectable alignment effects (as per the spells). Whenever a monk who has attained perfect self confirms a critical strike with an unarmed attack against a chaotic-aligned creature, he deals an additional 1d10 points of damage. The few monks who reach this level of achievement often retire from adventuring to explore what they are becoming. Only those with the strongest of ties to their companions and their homelands remain, but even these will eventually simply vanish one night, never to return.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Many people today seem to want a front-liner that puts fighters, barbarians, and rangers to shame, but that isn't what the monk should be. He is a scout, a skirmisher, a combatent that can hold his own, but shouldn't expect to defeat a dragon or a giant by himself. Admittedly, some of the things that Wizards (and Paizo) did with the monk I approve of. But it could be so much better and fit within the our campaign universes.
This is my own humble attempt to do just that. I hope you enjoy the class that follows and would ask that if you have any suggestions, advice, critiques, or criticisms to feel free to post them. I'm a big boy and my feelings aren't so easily hurt. So don't hold back.
Master Arminas
Revised Pathfinder Monk
For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding within themselves weapons that are just as capable of crippling or killing as any blade. These monks (so called since they adhere to strict martial disciplines and ancient philosophies passed down through the generations since the mythical War between Law and Chaos) elevate their bodies to become weapons of war. Monks tread the path of discipline and self-enlightenment, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
Role: This version of the monk class is, first and foremost, a skirmisher. Sharing the same BAB as the cleric and rogue, a monk character relies upon his incredible feats of agility and combat movement to handily cross the battlefield to where he is most needed. He can set up flanks for the rogue with ease, rush to a dying comrade and (in the same round) dimension door the unlucky hero to the cleric for healing. But he is no slouch in the combat arena. Although no match for a dedicated fighter in terms of his attack bonus, he is able (under the right conditions) to get as many as five attacks at his highest base attack. He can even make the same of number of attacks (under ideal circumstances, once again) while moving. And when those attacks do connect, the monk can inflict some hefty damage, especially against foes that aligned with chaos.
But the monk can do still more, for he has a good selection of skills at his disposal, and his high Wisdom score allows him to serve as the party’s eyes and ears. Combined with Stealth, the monk makes for an excellent scout that can probe ahead of the party in the dark places of the world. His endurance and ability to sustain hardship is legendary, rivaled only by the toughest of barbarians and most skilled of rangers. The varied selection of skills and talents that the monk has at his disposal make a valued member of any adventuring party.
Alignment: Any lawful.
Hit Die: d8.
BAB: Medium
Good Saves: Fort; Reflex; and Will
Class Skills: Acrobatics (Dex); Climb (Str); Craft (Int); Diplomacy (Cha); Escape Artist (Dex); Knowledge (History) (Int); Knowledge (Religion) (Int); Perception (Wis); Perform (Cha); Profession (Wis), Ride (Dex); Sense Motive (Wis); Stealth (Dex); and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Weapons and Armor Proficiency: A monk is proficient with all simple weapons, with the exception of the morning star and heavy mace. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he uses a shield, or when he carries a medium or heavy load.
Bonus Feat: At 1st level, 2nd level, and every 4 levels gained as a monk thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Weapon Focus.
At 6th level, the following feats are added to the list: Improved Bull Rush, Improved Disarm, Improved Trip, Ki Stand, Mobility, and Weapon Specialization.
At 10th level, the following feats are added to the list: Great Weapon Focus, Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Fast Movement (Ex/Su): A monk’s land speed is faster than the norm for his race by +10 feet. This benefit only applies when he is wearing no armor and is not carrying a medium or heavy load. This bonus stacks with any other bonuses to the monk’s land speed (such as the effects of an expeditious retreat spell, a haste spell, or any other effect that increases a monk’s speed). This ability is extraordinary.
At 4th level, when a monk gains access to his ki pool (see below), the character can achieve literally superhuman bursts of speed for limited periods of time. As a free action, a monk can spend 1 point of ki to increase his speed by +20 feet. This speed increase lasts for 1 round per monk class level and is a supernatural ability. At 6th level, and again every two levels gained thereafter, the monk's speed when bonus when spending a point of ki increases by an additional +5 feet, to a maximum increase of +60 feet at 20th level.
The bonus speed granted to a monk through the use of this ability is a supernatural ability and is not considered to be an enhancement bonus. Therefore, spells (such as haste and expeditious retreat) and items (such as boots of striding and springing) that do provide an enhancement bonus to movement stack with this ability.
Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s unarmed attack may be made with his fists, elbows, knees, feet, or even his head. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk deals more damage with his unarmed strikes than normal; from 1st-3rd level the damage is 1d6. This increases to 2d4 at 4th level. At 8th level, and every 4 monk levels gained thereafter, the damage increases by an additional 1d4, to a maximum of 6d4 at 20th level. The unarmed damage is for all monks, regardless of size. The techniques a monk learns do not alter the base damage of the class due to being either smaller or larger, although both Strength bonuses and penalties apply as normal.
A monk’s unarmed strike cannot be enhanced by any form of magical augmentation, such as magic weapon, greater magic fang, or by other means (but see ki strike, below).
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does meet the prerequisites. At 4th level, and every 4 levels gained as a monk thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
A monk gains one use of this feat for every monk level he possesses, as described in the Stunning Fist feat.
Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing no armor and is not carrying a medium or heavy load. A helpless monk does not gain the benefit of evasion.
Flurry of Blows (Ex): At 3rd level, a monk gains the ability to make a flurry of blows. When using unarmed strikes, simple melee weapons with which he is proficient, or darts a monk can make a flurry of blows attack. Flurry of blows can be added to either a standard attack or a full-attack; in either case, flurry of blows is not an action itself. When using this ability a monk may make one additional attack using any combination of unarmed strikes or weapons at his highest base attack bonus. However, this attack, as well as all others made by the monk in that round, suffers a penalty of -2 to hit.
At 8th level, the penalty on his attacks decreases to -1. At 13th level, the monk no longer suffers a penalty on attacks.
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with a flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may freely substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus and his Combat Maneuver Defense. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects. This bonus increases to +4 at 10th level and to +6 at 17th level.
Ki Pool (Su): At 4th level, a monk begins to slowly access his internal ki, a supernatural energy that he can use to accomplish amazing feats. The monk gains a pool of ki points, equal to his monk level + his Wisdom modifier. By spending 1 point from his ki pool as a swift, a monk can invoke any one of the following options: he can gain a +4 dodge bonus to AC for 1 round; he can gain one additional attack at his highest base attack bonus when making a flurry of blows attack; he can gain a +4 insight bonus to his attacks for 1 round; or he can gain a +4 insight bonus to his damage for 1 round.
A monk gains additional powers that consume points from his ki pool as he latter gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Strike (Su): At 4th level, a monk can focus his ki into his unarmed strikes, making them the equivalent of enchanted weapons. When first gained, the monk gains a +1 enhancement bonus to hit and damage. At 8th level, and every 4 levels gained thereafter as a monk, this bonus increases by +1, to a maximum of +5 at 20th level. This enhancement bonus overcomes damage reduction just as normal magic weapons do. If the monk’s ki pool (see above) is ever exhausted (reaches 0), he loses the benefit of ki strike until his ki pool replenishes.
Catfall (Su): At 4th level or higher, a monk can fall incredible distances without suffering damage. When falling, a monk always lands on his feet. In addition, he reduces the damage inflicted from a fall by 1d6 per monk level he possesses, to a maximum reduction of 20d6 at 20th level. Unlike magical spells (such as feather fall) with similar effects, a monk is not slowed during his descent, making this ability a favored method for higher level monks to rapidly descend great distances quickly.
Agility Training (Ex): At 5th level, a monk adds one-half his level (round down) to all Acrobatics and Climb skill checks. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk can gain an additional +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases (such as lycanthropy and mummy rot).
Servant of Order (Su): At 6th level, a monk deals an additional 1d6 points of damage with his unarmed strikes against chaotic-aligned creatures. This additional damage is not multiplied on a critical hit.
Speak with Animals (Ex): At 6th level, a monk can converse with any creature of the animal type, as per the spell speak with animals. Such conversations are limited by the animal’s intelligence (or lack thereof).
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can expend 1 point from his ki pool to heal a number of hit points of damage equal to his monk level + his Wisdom bonus (if any).
Spiritual Endurance (Ex): At 8th level, a monk's training and inner reserves of ki allow him to comfortably exist in environments and conditions that would quickly sap the strength from others. He is considered to be under the influence of an endure elements spell at all times, ignoring the extremes of heat and cold. In addition, he may go for a number of days equal to one-half his monk level without eating or drinking before beginning to suffer adverse effects. He requires only four hours of sleep per night, provided that he also meditates for at least four hours as well. While meditating, a monk remains fully aware of his surroundings and may make Perception checks without penalty.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Duty Never Tires (Ex): At 10th level, a monk gains Endurance as a bonus feat. Furthermore, by spending 1 ki point as a swift action, he can ignore the effects of fatigue for 10 minutes per monk level.
Touch of Law (Su): At 10th level, a monk’s unarmed strikes are treated as lawful weapons for the purpose of overcoming damage reduction.
Diamond Body (Ex): 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. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. Unlike the normal use of dimension door, the monk may take any remaining actions in a round after using this ability. He may take up to one willing creature with him when he uses this ability.
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his 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.
Champion of Order (Su): At 14th level, a monk deals an additional 1d6 points of damage with his unarmed strikes against chaotic-aligned creatures. This stacks with the bonus damage granted by the servant of order ability, for a total of +2d6 bonus damage. This additional damage is not multiplied on a critical hit.
Unfettered Speech (Ex): At 14th level, a monk can converse with any creatures of the plant type, as per the spell speak with plants. Such conversations are limited by the plant’s intelligence (or lack thereof). The monk may also speak with and comprehend any magical beast.
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. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. 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 his 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 + ½ the monk’s level + the monk’s Wisdom modifier) it dies. If the saving throw is successful, the target instead suffers 1d4 points of damage per monk level and the quivering palm attack ends; the target may still die if he suffers enough damage from this attack to reduce him to negative hit points equal to his Constitution score. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated. This ability is a death effect.
Adamantine Touch (Su): At 16th level, a monk can spend 1 point from his ki pool to treat his unarmed strikes as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness for 1 minute.
Timeless Body (Ex): At 17th level, a monk no longer takes penalties to his ability scores to his physical ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. The initial roll made by the DM for the character’s maximum age (according to race) is discarded, and a new maximum age calculated. The random dice are maximized. For example, a human monk who reaches 17th level will live to a ripe old age of 110 years, while an elf monk could see 750 years. Age bonuses to the monk’s mental ability scores still accrue, and the monk still dies of old age when his time is up. This ability is not the same as immortality, and the monk can always die before his time due to violence.
Tongues (Ex): At 17th level, a monk can converse with any creature, as per the spell tongues. To communicate, a creature must be within 30 feet of the monk and both the monk and creature must have line-of-sight to each other.
Stalwart Soul (Ex): At 18th level, a monk no longer suffers any penalties for being fatigued (he still remains fatigued, however, for purposes of exhaustion). If the monk becomes exhausted, he may spend 2 ki points as a swift action to ignore the effects of exhaustion for 1 minute per monk level.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
Perfect Self: At 20th level, a monk transcends his mortal limitations. He gains damage reduction 10/-, which allows him to ignore the first 10 points of damage from any attack. He gains blindsight in a 30-foot radius. He gains immunity versus mind-affecting spells, spell-like abilities, and other effects (this replaces and does not stack with the still mind ability), as well as being the recipient of constant nondetection and undetectable alignment effects (as per the spells). Whenever a monk who has attained perfect self confirms a critical strike with an unarmed attack against a chaotic-aligned creature, he deals an additional 1d10 points of damage. The few monks who reach this level of achievement often retire from adventuring to explore what they are becoming. Only those with the strongest of ties to their companions and their homelands remain, but even these will eventually simply vanish one night, never to return.
Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Last edited: