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MONK

Physical and mental perfection — that is the life goal of every monk. For these skilled warriors, martial prowess and mental clarity are one and the same. Capable of pummeling foes with both f ist and weapon, monks are among the more versatile combatants on the battlefield. Monks are also able to harness their ki, a spiritual life force that resides within, allowing them to perform amazing acts of acrobatics and mystical skill. All of this depends on incredible discipline and focus, and monks spend their entire lives perfecting these arts.

Alignment: Any Lawful

Hit Die: d10


Class Skills: The monk’s class skills are Acrobatics (Dex), Athletics (Str), Craft (Int), Escape Artist (Dex), Influence (Cha), Knowledge (divine) (Int), Knowledge (history) (Int), Knowledge (martial) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Stealth (Dex).

Skill Ranks per Level: 4 + Int modifier

Table: The Monk

Monk.jpg

CLASS FEATURES
The following are the class features of the monk

 

Weapon and Armor Proficiency:

The monk is proficient with all simple weapons. Additionally, if this is this character’s first level in any class, they may select a martial tradition of their choice. 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 strike abilities.

Combat Training:

A monk is considered an adept practicioner, gaining spheres and talents as appropriate. Monks use Wisdom as their practicioner modifier.

 

Martial Arts:

At 1st level, the monk gains the Boxing and Open Hand combat spheres as bonus talents. If he already possesses one or both of these base spheres, he may instead choose any one combat talent he qualifies for from the associated sphere.

 

Flurry Strike:

Starting at 1st level, whenever the monk uses the attack action to attack with an unarmed strike or a monk special weapon, he may make one additional attack with an unarmed strike or monk special weapon as a free action. The monk must decide whether or not to use this ability before making the first attack roll for her attack action, and if used, all attacks take a -2 penalty. Attacks made using this ability apply the monk’s full Strength bonus to the damage roll, regardless of whether the weapon is wielded with two hands or with an off-hand. This extra attack cannot be used with the extra attack granted by the Dual Wielding sphere. At 11th level, the number of bonus attacks increases by one (to a total of two).

 

Stunning Fist (Ex):

At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

 

AC Bonus (Ex):

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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 carries a shield, or when he carries a medium or heavy load.

 

Evasion (Ex):

At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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 light armor or no armor. A helpless monk does not gain the benefit of evasion.

 

Fast Movement (Ex):

At 3rd level and every three levels thereafter, a monk gains a +10ft enhancement bonus to his land speed (to a maximum of +60ft at 18th level). A monk in armor or carrying a medium or heavy load loses this extra speed.

 

Ki Pool (Su):

At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry strike. This bonus attack stacks with those gained from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he 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 Powers (Su):

At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

A list of all the ki powers can be found HERE.

 

Still Mind (Ex):

At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

 

Purity of Body (Ex):

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

 

Improved Evasion (Ex):

At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

 

Tongue of the Sun and Moon (Ex):

At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

 

Timeless Body (Ex):

At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Flawless Mind:

At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.

 

Perfect Self:

At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.

ARCHETYPES

The following archetypes are available to the monk

BRAWLER
DRUNKEN MASTER

FLOWING MONK

HUNGRY GHOST

MASTER OF MANY STANCES

SHADOW BOXER

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