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Monk
Monk Monks pursue perfection through training and contemplation. They are skilled at fighting without weapons or armor.

Monks are experts at dodging blows and unarmed strikes and may learn to resist poisons and magic on their road to transcendence.


Class Overview
  • Ability Scores: Wisdom, Dexterity, and Strength are important for monks.


  • Alignment: Any lawful.


  • Hit Die: d8


  • Good Saving Throws: Fortitude, Reflex, Will


  • Class Skills: Concentration, Escape Artist, Hide, Knowledge (Arcane), Knowledge (Religion), Listen, Move Silently, Perform, Sense Motive, Spot, and Tumble.


  • Weapon Proficiencies: Monks are proficient with the club, crossbow, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. 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 their Armor Class dodge bonus.


Special Abilities
  • Monk Bonus Feats: A monk gains the Stunning Fist feat at 1st level and the Combat Reflexes feat at 2nd level.


  • Flurry of Blows: Unarmored monks may strike with a flurry of blows at the expense of accuracy. The monk may make a full-round attack and gain an extra attack, but all attacks are made at a -2 penalty to the attack roll. At 5th level, the penalty reduces to -1 and at 9th level it disappears. Only unarmed attacks or attacks with special monk weapons may be made as a Flurry of Blows.


  • Evasion: At 2nd level or higher, if a monk or rogue succeeds on a Reflex save that would normally halve damage against them, the damage is completely negated instead.


  • Monk Fast Movement: At 3rd level, an unarmored unencumbered monk increases their speed.


  • Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.


  • Ki Strike: At 4th level, a monk's unarmed attacks are treated as magical for the purposes of damage reduction. At 10th level, the attacks are treated as lawful and at 16th level they are treated as adamantine weapons.


  • Armor Class Bonus: At 5th level, a monk gains a +1 bonus to Armor Class due to dodging. This bonus increases by one at 10th, 15th, and 20th level.


  • Purity of Body: At 5th level a monk gains immunity to all diseases.


  • Wholeness of Body: At 7th level, a monk heals a number of hit points equal to twice the character's monk level per day.


  • Improved Evasion: At 9th level or higher, if a monk succeeds on a Reflex save that would normally halve damage against them, the damage is completely negated instead. If they fail their saving throw, the damage is still halved.


  • Diamond Body: At 11th level, a monk gains immunity to poison.


  • Diamond Soul: At 13th level, a monk gains spell resistance equal to their current monk level plus 10.


  • Quivering Palm: Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw, it dies. Constructs, oozes, plants, undead, and incorporeal creatures are immune to the Quivering Palm.


  • 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. The monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn't have similar damage reduction.