Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best-known feat is their ability to stun an opponent with an unarmed blow. Monks do not engage in the pursuit of material wealth and will not accept monetary rewards for their deeds.
Important Attribute(s): Strength, Wisdom, Dexterity
Hit Points per level: 1d8
Class Features: The monk progresses faster than any other classes in the number of attacks they perform per round, however this faster progression only applies when they are attacking unarmed. As the monk increases in levels, his natural armor class improves, and the damage his fists inflict increases as well. His armor class starts off at 10, and then increases by 1 for every 5 levels. The monk also adds his Wisdom modifier to his AC.
Restrictions: A monk loses many of their special abilities if they are wearing armor. They also must be of lawful alignment.
Advantages:
- The monk's base attack bonus grants for additional attacks at a faster rate while the monk is unarmed.
- As the monk increases in levels, the damage his fists inflict does as well:
- Level 1-3: 1-6
- Level 4-7: 1-8
- Level 8-11: 1-10
- Level 12-15: 1-12
- Level 16-20: 1-20
- Level 21-25: 1-20 +1-6
- Level 26-30: 1-20 +1-10
- A monk's natural armor class gets better as he goes up in levels. His armor class starts off at 10, and then increases by +1 at 5th level and every 5 levels thereafter.
- When not wearing armor a monk adds his Wisdom bonus to his AC in the same manner as his Dexterity bonus.
- Stunning Attacks: When this ability is used, all of the monk's attacks in the next round force the victim to make a saving throw or be stunned. This special ability automatically modifies a monk's normal attack, no targeting needs to be done. A monk can make a stunning attack 1/day/level.
- Evasion: Monks have the ability to evade damage from area affect spells. Whenever a monk makes a successful reflex save against an area effect spell that allows for a reflex save for half damage, he/she takes no damage.
- 2nd level: Defect Arrows. The monk gains the Deflect Arrows feat, which gives a +1 miscellanous bonus against missile attacks against them.
- 3rd level: Still Mind. The monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school. Unarmored movement speed increases.
- 5th level: Purity of Body. The monk gains control over his body's immune system. He gains immunity to all diseases.
- 6th level: Unarmored movement of speed increases.
- 7th level: Wholeness of Body. The monk can cure up to twice his current level in hit points once each day.
- 9th level: Improved Evasion. The monk gains the Improved Evasion feat tha is normally only available to rogues.
- 10th Level: Ki Strike. The monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a. +1 enhancement bonus. Ki Strike improves as the monk gains experience, increasing to +2 at 13th level, +3 at 16th level and +4 at 21st level. Unarmored movement of speed increases.
- 11th level. Diamond Body. The monk is in such control of his own metabolism that he gains the immunity to poison of all kinds.
- 12th level: Unarmored movement of speed increases.
- 13th level: Diamond Soul. The monk gains spell resistance. His spell resistance equals his +10. In order to affect the monk with a spell, a spellcaster must roll the monk's spell resistance or higher on a 1d20 + the spellcaster's level.
- 15th level: Quivering Palm. This terrifying attack allows the monk to set up vibrations within the body of another creature that can be fatal. The monk cans use the quivering palm attack once per day. Constructs, oozes, plants, elementals and undead cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of hit dice). If the monk strikes successfully and the target takes damage from the blow, the target dies unless it makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). Unarmored movement speed increases.
- 18th level: Unarmored movement speed increases.
- 19th level: Empty Body. The monk can assume the ethereal state for 2 rounds a number of times a day equal to his level divided by 2.
- 20th level: Perfect Self. The monk has tuned his body with skill and quasi-magical abilities to the point that he becomes a magical creature. He/she is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. For instance, charm person does not affect the monk. Additionally, the monk gains damage reduction 20/+1. This means that the monk ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with +1 enhancement bonus (or greater), by a spell or by a form of energy (cold, fire, etc.). As an outsider, a 20th level monk is subject to spells that repel enchanted creatures, such as protection from law.
A monk must choose between three orders upon beginning the game:
Monk of the Old Order
Members of the Old Order do not worship any particular deity, but are fond of philosophical debates and introspection.
Special Order Ability: Can multiclass to rogue without losing the ability to advance in the monk class.
Monk of the Broken Ones
Members of the Order of the Broken Ones venerate Ilmater, god of suffereing. They strive to endure the pain of their training as well as the pain of others.
Special Order Ability: Can multiclass to Painbearer of Ilmater (cleric) without losing the ability to advance in the monk class.
Monk of the Dark Moon
Members of the Order of the Dark Moon worship Shar, goddess of darkness and loss. They use their monastic training as a route to personal and spiritual power.
Special Order Ability: Can multiclass to sorcerer without losing the ability to advance in the monk class.