Kenneth
2011-11-13, 03:52 PM
SO.. here is my monk ehh revision or whatever. I am going to be honest and admit that i have a distate for Monks in my D&D world, for which I draw from Tolkien, Howard, McCaffrey, Brooks etc.. SO i will be the first to admit I probably didn't do a whole lot to help the monk out in whatever section it might be lacking in, becuase I have just never cared nor paid attention to wherein the class itself was monk failings at. soo with that in mind give it a galnce over and let em know what is up. also if anybody would be so kind a to expalin what eveactly is wrong with teh base monk I would appreciate it and try to work those lackings into this revision
MONK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Flurry of Blows| Special|Unarmed Damage| AC Bonus | Unarmored Speed Bonus
1st|
+0|
+2|
+2|
+0| -2/-2|Bonus feat, Flurry of Blows, Unarmed Strike, Tiger Claw, Dragon Talon |1d6 |+0 |+0ft
2nd|
+1|
+3|
+3|
+0|-1/-1 |Bonus feat, Evasion, Fast Movement, Moment of Clarity | 1d6|+1 |+0ft
3rd|
+2|
+3|
+3|
+1|+0/+0 |Acrobatics, Still Mind, Kip Up|1d6 |+1 |+10ft
4th|
+3|
+4|
+4|
+1| +1/+1|Ki Strike (magic) slow fall 20ft, Fist of Flame |1d8 |+1 |+10ft
5th|
+3|
+4|
+4|
+1|+2/+2 |Purity of Body, Combat Art Style, Spiritual Bodhi, Spring Attack |1d8 |+2 |+10ft
6th|
+4|
+5|
+5|
+2| +3/+3|Bonus Feat, slow fall 30 ft, Serpent’s Fang |1d8 |+2 |+20ft
7th|
+5|
+5|
+5|
+2| +4/+4|Wholeness of Body, Monkey Fist |1d8 |+2 |+20ft
8th|
+6|
+6|
+6|
+2| +5/+5/+0|Slow Fall 40ft Mountain Stance, Quick Barrage |1d10 |+2 |+20ft
9th|
+6|
+6|
+6|
+3|+6/+6/+1 |Improved Evasion, Cobrat Strike |1d10 |+3 |+30ft
10th|
+7|
+7|
+7|
+3| +7/+7/+2 |Ki Strike(lawful), slow fall 50ft, Strike of the Mantis |1d10 |+3 |+30ft
11th|
+8|
+7|
+7|
+3|+8/+8/+8/+3 |Diamond Body, Greater Flurry, Dragon Tail | 1d0|+3 |+30ft
12th|
+9|
+8|
+8|
+4|+9/+9/+9/+4 | Abundant Step, slow fall 60 ft, Claws of Thunder, Crashing Wave|2d6 |+4 |+40ft
13th|
+9|
+8|
+8|
+8|+9/+9/+9/+4 |Diamond Soul, Unrestraintant Journey | 2d6|+4 |+40ft
14th|
+10|
+9|
+9|
+4|+10/+10/+10/+5 |Slow Fall 70ft |2d6 |+4 |+40ft
15th|
+11|
+9|
+9|
+5|+11/+11/+11/+6/+1 |Quivering Palm |2d6 |+4 |+50ft
16th|
+12|
+10|
+10|
+5 |+12/+12/+12/+7/+2 |Ki Strike (adamantine), Monkey Stance |2d8 |+5 |+50ft
17th|
+12|
+10|
+10|
+5|+12/+12/+12/+7/+2 |Timeless Body, tongue of the sun and moon |2d8 |+5 |+50ft
18th|
+13|
+11|
+11|
+6|+13/+13/+13/+8/+3 |slow fall 80 ft |2d8 |+5 |+60ft
19th|
+14|
+11|
+11|
+6| +14/+14/+14/+9/+4 |Empty Body |2d8 |+6 |+60ft
20th|
+15|
+12|
+12|
+6|+15/+15/+15/+10/+5 | Slow fall any distance, Perfect self, Phoenix Strike|2d10 |+6 |+60ft [/table]
Alignment
Any lawful.
Hit Die
d8.
Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, as well as unarmed strike and flurry of blows.
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 her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 2nd level. This bonus increases according to the table above.
These 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, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)
When unarmored, 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. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. 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 penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. In addition successfully hitting an opponent during a flurry of blows routine grants 1 combat charge.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×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 weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Combat Charges and Finishers
Upon performing certain actions a Monk gains access to certain more powerful moves A Combat charge last until a particular encounter is over or is the monk is rendered unconscious, paralyzed, helpless, or stunned. A total of 3 combat charges may be strored at any one time. a Finisher is an ability that only comes inot effect when a monk has combat charges stored upon a successful attack roll and dependant on the number of charges the monk has stored a finisher has the effects described in its listing.
Greater Flurry
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’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.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
{table=head] Level | Damage (small) | Damage (large)
1-3|1d4 |1d8
4-7 | 1d6|2d6
8-11|1d8 |2d8
12-15 | 1d10|3d6
16-19 |1d6 |3d8
20|2d8 |4d8
[/table]
Bonus Feat
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Tiger Claw (Ex)
As an attack action deal an extra point of damage per monk level on a successful attack. This ability grants 1 combat charge
Dragon Talon -finisher- (Ex) as a standard action make an attack roll, if successful this ability has effects dependant on the amount of combat charges the monk has acquired.
1 charge deal 1d8 plus 1 per every 2nd monk level
2 charges deal 1d8 plus 1 per every 2nd monk level plus knock the opponent back 5 feet
3 charge deal 1d4 for every 2 monk levels and knock opponent back 5 feet
Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.
Moment of Clarity (Ex)
As an immediate action a monk may use a concentration check in place of a will save.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Acrobatics (Ex)
At 3rd level monk gains a +5 competence bonus on Balance, Jump, and Tumble checks. This bonus increases by +2 every 3 levels afterwards. In addition, at 10th level a monk can always choose to take 10 on a Balance, Jump, or Tumble check.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Kip Up (Ex)
At 2nd level, a monk may stand up from prone as a free action that still provokes an attack of oppurtiny, or as a move action that does not provoke an attack of oppurtunity.
Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Enlightened Strikes (Ex)
At 4th level a monk can add her Wis modifier to her unarmed attacks’ damage rolls as well as attack rolls.
Fists of Flame (Su)
At 4th level can for a number of minutes equal to twice her monk level have her unarmed attacks deal an additional 1d4 points of fire damage, this ability must be spent in 1 minute increments
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases as well as a bonus to her save equal to her monk level against supernatural and magical diseases. In addition any disease based spell, ability, effect, or attack that allows a saveing throughf or a reduced effect is completely negated upon a successful save.
Combat Art Style
At 5th level a monk chooses one of the following styles and gains various abilities dependant on which style she chose.
Crane
Gain Acrobatic as a bonus feat at 5th level
Gain Improved Trip as a bonus feat at 7th level as well as ignore penalties for difficult terrain
Gain Improved Feint as a bonus feat at 9th level and successfully damaging a target during a flurry of blows renders the target flat-footed
A monk who successfully damages a target prevents that target from taking a full round action for 1 round at 14th level
At 20th level a monk can redirect an opponent’s attack back on itself when fighting defensively or taking the full defensive action
Turtle
Increase Natural armor by +1 at 5th level, increasing by +1 for every 3 levels afterwards.
Gain blind sense out to 20 feet at 9th level
At 12th level a monk gains gains a +2 cumulative morale bonus to AC for evey attack that misses her, these bonuses last untill either combat has ended or the monk is rendered helpless, paralyzed, immobilized or stunned.
At 16th level gains the ability give herself temporary hit points equal to 6d10 + 1 per monk level (maximum +20). This takes 2 full round and the bonus hit points last 10 minutes per monk level.
Monkey
Gain Agile as a bonus feat at 5th level
Gain Athletic and Mobility as bonus feats at 8th level
Gain the Uncanny Dodge ability at 10th level
At 12th level a monk can move up to her full speed and make a flurry of blows attack
At 15th level a monk can move up to her speed and each time she leaves a square adjacent to the enemy, she can make a single melee attack against that foe. A monk cannot attack a single enemy more than once with this ability.
Pheonix
Every successful attack the monk does causes the opponent to become dazzled for 1 round at 5th level at 10th level even creatures immune to dazzle are effected by this ability.
At 8th level when a target dies to the monk’s attacks it explodes in a 5 foot radius for 1d4 fire damage per 2 monk levels (max 10d4 at 20th) The monk is immune to this damage
At 14th level a monk’s attacks have the ability to catch the target on fire dealing 2d6 fire damage a round for 3 rounds a reflex save at DC 10+ half Monk level+Dex to overcome
At 20th level a monk can be reborn. If killed she remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed monk emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The monk gains 1 permanent negative level when this occurs. A monk can self-resurrect only once per year. If a monk dies a second time before that year passes, its death is permanent. A monk that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the monk immediately resurrects. A monk brought back to life by other means never gains negative levels as a result.
Spiritual Bodhi (Su)
A monk gains the ability to increase her physical and well as mental attributes.Upon a standard action this ability allows her to gain the benefits of the following spells that last for 1 minute plus 1 minutes per monk level a number of times per day equal to half the monk's level plus her Con modifer(minumum once); Divine Favor, Shield of Faith, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Enlarge Person, and Resist Energy. The monk gains the benefits of the following spells that last 1 round plus 1 round per monk level Blur, Darkvision, Detect Thoughts, Haste, a monk can enact these benefits a number of times per day equal to 1 plus her Con Modifier.
At 9th level a monk gains the benefits of the following spells Air Walk, Death Ward, Divine Agility. These ability require a full round and last 1 round for every monk level and can only be used 3 times per day.
These abilities only effect the monk are not spells they only duplicate the named spells effects, these are gained thorugh meditation and force of will.
The castster level for these spell mimics for purposes of variables (such as what amount of luck bonus you get from Divine Favor, or how much of a deflection bonus you get from Shield of Faith) is equal to your monk level
Spring Attack (Ex)
At 5th level a monk gains Spring Attack as a bonus feat even if she does not meet the requirements
Serpent's Fang (Ex)
As an attack action a monk deals an extra 3d4+1 damage. If this attack is a critical strike it allows a 2nd regular attack at the same modifer. This ability grants 1 combat charge
Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to thrice her current monk level each day, and she can spread this healing out among several uses.
Monkey Fist -finisher- (Ex)
At 7th level as a standard action make an attack roll, if successful this ability has effects dependant on the amount of combat charges the monk has acquired.
1 charge deal 1d4 per every 2nd monk level
2 charges deal 1d6 per every 2nd monk level plus gives the monk a +1 dodge bonus to AC for every 4th monk level
3 charge deal 1d8 for every 2 monk levels plus gives the monk a +1 dodge bonus to AC for every 2 monk levels
Mountain Stance (Ex)
At 8th level a monk when fighting in defensively or taking the full defense action gains DR2/-. The DR increases by 1 for ever fourth level after wards
Quick Barrage (Ex)
At 8th level a monk can move up to 10 feet plus half her bonus speed and make a Flurry of Blows attack.
Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Cobra Strike (Ex)
As a standard action at 9th level a monk causes an opponent successfully attacked to become sickened. In addition this ability also heals the monk for one fifth the amount of damage done (rounded down)This ability grants a combat charge.
Strike of the Mantis (Ex)
At 10th level a monk’s unarmed attacks are able to deal slashing damage as well.
Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.
Dragon Tail (Ex)
At 11th level as an attack action deal an extra 1d10 points damage on a successful attack as well as cause the foes to suffer a -2 penalty to attacks and AC. This ability grants 1 combat charge
Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Claws of Thunder (Su)
At 12th level can for a number of minutes equal to twice her monk level have her unarmed attacks deal an additional 1d12 points of electrical damage, this ability must be spent in 1 minute increments
Crashing Wave - Finisher- (Ex)
as a standard action make an attack roll, if successful this ability has effects dependant on the amount of combat charges the monk has acquired.
1 charge deal 1d8 per every 2nd monk level plus dazes the opponent for 1 round
2 charges deal 1d12 per every 2nd monk level plus dazes the opponent for 1d4 rounds
3 charges deal 1d8 per every monk level knocks target prone plus dazes the opponent for 1d4 rounds
Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to her 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. This spell resistance only applies to spells of a detrimental nature to the monk.
Unrestraitant Journey (Ex)
at 13th level a monk is considered under the effects of Freedom of Movement at all times.
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 a day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and 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 her 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 Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Monkey Stance (Ex)
At 16 th level a monk can make a 5 foot step for every attack that misses her, she may not move further than her base movement with the use of this ability.
Timeless Body (Ex)
Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex)
A monk of 17th level or higher can speak with any living creature.
Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Phoenix Strike -finisher- (Su)
as a standard action make an attack roll, if successful this ability has effects dependant on the amount of combat charges the monk has acquired.
1 charge deal 1d6 per every 2nd monk level fire damage
2 charges deal 1d8+1 per every 2nd monk level fire damage
3 charge deal 1d6 for every monk level and in additional creature immune to fire take 1 fire damage per die rolled
Perfect Self
At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 7/-, which allows her to ignore the first 7 points of damage from any attack made by a weapon or by any natural attack made by a creature. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
MONK
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Flurry of Blows| Special|Unarmed Damage| AC Bonus | Unarmored Speed Bonus
1st|
+0|
+2|
+2|
+0| -2/-2|Bonus feat, Flurry of Blows, Unarmed Strike, Tiger Claw, Dragon Talon |1d6 |+0 |+0ft
2nd|
+1|
+3|
+3|
+0|-1/-1 |Bonus feat, Evasion, Fast Movement, Moment of Clarity | 1d6|+1 |+0ft
3rd|
+2|
+3|
+3|
+1|+0/+0 |Acrobatics, Still Mind, Kip Up|1d6 |+1 |+10ft
4th|
+3|
+4|
+4|
+1| +1/+1|Ki Strike (magic) slow fall 20ft, Fist of Flame |1d8 |+1 |+10ft
5th|
+3|
+4|
+4|
+1|+2/+2 |Purity of Body, Combat Art Style, Spiritual Bodhi, Spring Attack |1d8 |+2 |+10ft
6th|
+4|
+5|
+5|
+2| +3/+3|Bonus Feat, slow fall 30 ft, Serpent’s Fang |1d8 |+2 |+20ft
7th|
+5|
+5|
+5|
+2| +4/+4|Wholeness of Body, Monkey Fist |1d8 |+2 |+20ft
8th|
+6|
+6|
+6|
+2| +5/+5/+0|Slow Fall 40ft Mountain Stance, Quick Barrage |1d10 |+2 |+20ft
9th|
+6|
+6|
+6|
+3|+6/+6/+1 |Improved Evasion, Cobrat Strike |1d10 |+3 |+30ft
10th|
+7|
+7|
+7|
+3| +7/+7/+2 |Ki Strike(lawful), slow fall 50ft, Strike of the Mantis |1d10 |+3 |+30ft
11th|
+8|
+7|
+7|
+3|+8/+8/+8/+3 |Diamond Body, Greater Flurry, Dragon Tail | 1d0|+3 |+30ft
12th|
+9|
+8|
+8|
+4|+9/+9/+9/+4 | Abundant Step, slow fall 60 ft, Claws of Thunder, Crashing Wave|2d6 |+4 |+40ft
13th|
+9|
+8|
+8|
+8|+9/+9/+9/+4 |Diamond Soul, Unrestraintant Journey | 2d6|+4 |+40ft
14th|
+10|
+9|
+9|
+4|+10/+10/+10/+5 |Slow Fall 70ft |2d6 |+4 |+40ft
15th|
+11|
+9|
+9|
+5|+11/+11/+11/+6/+1 |Quivering Palm |2d6 |+4 |+50ft
16th|
+12|
+10|
+10|
+5 |+12/+12/+12/+7/+2 |Ki Strike (adamantine), Monkey Stance |2d8 |+5 |+50ft
17th|
+12|
+10|
+10|
+5|+12/+12/+12/+7/+2 |Timeless Body, tongue of the sun and moon |2d8 |+5 |+50ft
18th|
+13|
+11|
+11|
+6|+13/+13/+13/+8/+3 |slow fall 80 ft |2d8 |+5 |+60ft
19th|
+14|
+11|
+11|
+6| +14/+14/+14/+9/+4 |Empty Body |2d8 |+6 |+60ft
20th|
+15|
+12|
+12|
+6|+15/+15/+15/+10/+5 | Slow fall any distance, Perfect self, Phoenix Strike|2d10 |+6 |+60ft [/table]
Alignment
Any lawful.
Hit Die
d8.
Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, as well as unarmed strike and flurry of blows.
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 her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 2nd level. This bonus increases according to the table above.
These 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, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)
When unarmored, 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. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. 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 penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. In addition successfully hitting an opponent during a flurry of blows routine grants 1 combat charge.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×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 weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Combat Charges and Finishers
Upon performing certain actions a Monk gains access to certain more powerful moves A Combat charge last until a particular encounter is over or is the monk is rendered unconscious, paralyzed, helpless, or stunned. A total of 3 combat charges may be strored at any one time. a Finisher is an ability that only comes inot effect when a monk has combat charges stored upon a successful attack roll and dependant on the number of charges the monk has stored a finisher has the effects described in its listing.
Greater Flurry
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’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.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
{table=head] Level | Damage (small) | Damage (large)
1-3|1d4 |1d8
4-7 | 1d6|2d6
8-11|1d8 |2d8
12-15 | 1d10|3d6
16-19 |1d6 |3d8
20|2d8 |4d8
[/table]
Bonus Feat
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Tiger Claw (Ex)
As an attack action deal an extra point of damage per monk level on a successful attack. This ability grants 1 combat charge
Dragon Talon -finisher- (Ex) as a standard action make an attack roll, if successful this ability has effects dependant on the amount of combat charges the monk has acquired.
1 charge deal 1d8 plus 1 per every 2nd monk level
2 charges deal 1d8 plus 1 per every 2nd monk level plus knock the opponent back 5 feet
3 charge deal 1d4 for every 2 monk levels and knock opponent back 5 feet
Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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.
Moment of Clarity (Ex)
As an immediate action a monk may use a concentration check in place of a will save.
Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Acrobatics (Ex)
At 3rd level monk gains a +5 competence bonus on Balance, Jump, and Tumble checks. This bonus increases by +2 every 3 levels afterwards. In addition, at 10th level a monk can always choose to take 10 on a Balance, Jump, or Tumble check.
Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Kip Up (Ex)
At 2nd level, a monk may stand up from prone as a free action that still provokes an attack of oppurtiny, or as a move action that does not provoke an attack of oppurtunity.
Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Enlightened Strikes (Ex)
At 4th level a monk can add her Wis modifier to her unarmed attacks’ damage rolls as well as attack rolls.
Fists of Flame (Su)
At 4th level can for a number of minutes equal to twice her monk level have her unarmed attacks deal an additional 1d4 points of fire damage, this ability must be spent in 1 minute increments
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases as well as a bonus to her save equal to her monk level against supernatural and magical diseases. In addition any disease based spell, ability, effect, or attack that allows a saveing throughf or a reduced effect is completely negated upon a successful save.
Combat Art Style
At 5th level a monk chooses one of the following styles and gains various abilities dependant on which style she chose.
Crane
Gain Acrobatic as a bonus feat at 5th level
Gain Improved Trip as a bonus feat at 7th level as well as ignore penalties for difficult terrain
Gain Improved Feint as a bonus feat at 9th level and successfully damaging a target during a flurry of blows renders the target flat-footed
A monk who successfully damages a target prevents that target from taking a full round action for 1 round at 14th level
At 20th level a monk can redirect an opponent’s attack back on itself when fighting defensively or taking the full defensive action
Turtle
Increase Natural armor by +1 at 5th level, increasing by +1 for every 3 levels afterwards.
Gain blind sense out to 20 feet at 9th level
At 12th level a monk gains gains a +2 cumulative morale bonus to AC for evey attack that misses her, these bonuses last untill either combat has ended or the monk is rendered helpless, paralyzed, immobilized or stunned.
At 16th level gains the ability give herself temporary hit points equal to 6d10 + 1 per monk level (maximum +20). This takes 2 full round and the bonus hit points last 10 minutes per monk level.
Monkey
Gain Agile as a bonus feat at 5th level
Gain Athletic and Mobility as bonus feats at 8th level
Gain the Uncanny Dodge ability at 10th level
At 12th level a monk can move up to her full speed and make a flurry of blows attack
At 15th level a monk can move up to her speed and each time she leaves a square adjacent to the enemy, she can make a single melee attack against that foe. A monk cannot attack a single enemy more than once with this ability.
Pheonix
Every successful attack the monk does causes the opponent to become dazzled for 1 round at 5th level at 10th level even creatures immune to dazzle are effected by this ability.
At 8th level when a target dies to the monk’s attacks it explodes in a 5 foot radius for 1d4 fire damage per 2 monk levels (max 10d4 at 20th) The monk is immune to this damage
At 14th level a monk’s attacks have the ability to catch the target on fire dealing 2d6 fire damage a round for 3 rounds a reflex save at DC 10+ half Monk level+Dex to overcome
At 20th level a monk can be reborn. If killed she remains dead for only 1d4 rounds unless its body is completely destroyed by an effect such as disintegrate. Otherwise, a fully healed monk emerges from the remains 1d4 rounds after death, as if brought back to life via resurrection. The monk gains 1 permanent negative level when this occurs. A monk can self-resurrect only once per year. If a monk dies a second time before that year passes, its death is permanent. A monk that dies within the area of a desecrate spell cannot self-resurrect until the desecrate effect ends, at which point the monk immediately resurrects. A monk brought back to life by other means never gains negative levels as a result.
Spiritual Bodhi (Su)
A monk gains the ability to increase her physical and well as mental attributes.Upon a standard action this ability allows her to gain the benefits of the following spells that last for 1 minute plus 1 minutes per monk level a number of times per day equal to half the monk's level plus her Con modifer(minumum once); Divine Favor, Shield of Faith, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Enlarge Person, and Resist Energy. The monk gains the benefits of the following spells that last 1 round plus 1 round per monk level Blur, Darkvision, Detect Thoughts, Haste, a monk can enact these benefits a number of times per day equal to 1 plus her Con Modifier.
At 9th level a monk gains the benefits of the following spells Air Walk, Death Ward, Divine Agility. These ability require a full round and last 1 round for every monk level and can only be used 3 times per day.
These abilities only effect the monk are not spells they only duplicate the named spells effects, these are gained thorugh meditation and force of will.
The castster level for these spell mimics for purposes of variables (such as what amount of luck bonus you get from Divine Favor, or how much of a deflection bonus you get from Shield of Faith) is equal to your monk level
Spring Attack (Ex)
At 5th level a monk gains Spring Attack as a bonus feat even if she does not meet the requirements
Serpent's Fang (Ex)
As an attack action a monk deals an extra 3d4+1 damage. If this attack is a critical strike it allows a 2nd regular attack at the same modifer. This ability grants 1 combat charge
Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to thrice her current monk level each day, and she can spread this healing out among several uses.
Monkey Fist -finisher- (Ex)
At 7th level as a standard action make an attack roll, if successful this ability has effects dependant on the amount of combat charges the monk has acquired.
1 charge deal 1d4 per every 2nd monk level
2 charges deal 1d6 per every 2nd monk level plus gives the monk a +1 dodge bonus to AC for every 4th monk level
3 charge deal 1d8 for every 2 monk levels plus gives the monk a +1 dodge bonus to AC for every 2 monk levels
Mountain Stance (Ex)
At 8th level a monk when fighting in defensively or taking the full defense action gains DR2/-. The DR increases by 1 for ever fourth level after wards
Quick Barrage (Ex)
At 8th level a monk can move up to 10 feet plus half her bonus speed and make a Flurry of Blows attack.
Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Cobra Strike (Ex)
As a standard action at 9th level a monk causes an opponent successfully attacked to become sickened. In addition this ability also heals the monk for one fifth the amount of damage done (rounded down)This ability grants a combat charge.
Strike of the Mantis (Ex)
At 10th level a monk’s unarmed attacks are able to deal slashing damage as well.
Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.
Dragon Tail (Ex)
At 11th level as an attack action deal an extra 1d10 points damage on a successful attack as well as cause the foes to suffer a -2 penalty to attacks and AC. This ability grants 1 combat charge
Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Claws of Thunder (Su)
At 12th level can for a number of minutes equal to twice her monk level have her unarmed attacks deal an additional 1d12 points of electrical damage, this ability must be spent in 1 minute increments
Crashing Wave - Finisher- (Ex)
as a standard action make an attack roll, if successful this ability has effects dependant on the amount of combat charges the monk has acquired.
1 charge deal 1d8 per every 2nd monk level plus dazes the opponent for 1 round
2 charges deal 1d12 per every 2nd monk level plus dazes the opponent for 1d4 rounds
3 charges deal 1d8 per every monk level knocks target prone plus dazes the opponent for 1d4 rounds
Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to her 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. This spell resistance only applies to spells of a detrimental nature to the monk.
Unrestraitant Journey (Ex)
at 13th level a monk is considered under the effects of Freedom of Movement at all times.
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 a day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and 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 her 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 Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Monkey Stance (Ex)
At 16 th level a monk can make a 5 foot step for every attack that misses her, she may not move further than her base movement with the use of this ability.
Timeless Body (Ex)
Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex)
A monk of 17th level or higher can speak with any living creature.
Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Phoenix Strike -finisher- (Su)
as a standard action make an attack roll, if successful this ability has effects dependant on the amount of combat charges the monk has acquired.
1 charge deal 1d6 per every 2nd monk level fire damage
2 charges deal 1d8+1 per every 2nd monk level fire damage
3 charge deal 1d6 for every monk level and in additional creature immune to fire take 1 fire damage per die rolled
Perfect Self
At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 7/-, which allows her to ignore the first 7 points of damage from any attack made by a weapon or by any natural attack made by a creature. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.