BAB Fort Ref Will Abilities
1. +1 +2 +2 +2 Bonus Feat, Means of Attack, Unarmed Strike, Fast Movement, AC Bonus
2. +2 +3 +3 +3 Bonus Feat, Evasion
3. +3 +3 +3 +3 Still Mind, Ki Strike (Wis to attack rolls, Wis to unarmed damage), Abundant Step
4. +4 +4 +4 +4 Slow Fall, Ki Strike (magic, aligned)
5. +5 +4 +4 +4 Purity of Body, Erratic Advance
6. +6 +5 +5 +5 Bonus Feat
7. +7 +5 +5 +5 Wholeness of Body (FH 1), Displacing Stance 20%, Abundant Step
8. +8 +6 +6 +6
9. +9 +6 +6 +6 Improved Evasion
10.+10 +7 +7 +7 Ki Strike (any mundane substance, ghost touch, overcome hardness)
11.+11 +7 +7 +7 Diamond Body, Abundant Step
12.+12 +8 +8 +8
13.+13 +8 +8 +8 Diamond Soul
14.+14 +9 +9 +9 Wholeness of Body (FH 2)
15.+15 +9 +9 +9 Abundant Step, Displacing Stance 35%
16.+16 +10 +10 +10
17.+17 +10 +10 +10 Timeless Body, Tongue of the Sun and Moon, Freedom of Thought
18.+18 +11 +11 +11
19.+19 +11 +11 +11 Empty Body
20.+20 +12 +11 +11 Perfect Self
Skills: Monks gain 6 skill points a level.
Alignment: There is no restriction on alignment for monks.
AC bonus: As normal.
Multiclass Restrictions: Monks can freely multiclass without losing the ability to take more levels in the Monk class.
Weapon and Armor Proficiency: Monks are proficient in all simple weapons in addition to their normal list.
They are proficient with light armor, and all Monk abilities (AC bonus, flurry, etc.) function while wearing light armor.
Means of Attack: A monk chooses from the following options when he first takes this class. The choice cannot be changed once made. Whenever a monk makes a full attack action, he can use these abilities.
He can use these abilities with any weapon he is proficient with. A monk loses these abilities while he wears any armor heavier than light or uses a shield.
Flurry of Blows:: Monks gain an extra attack at 1st level, a second extra attack at 5th level, a third extra attack at 10th level, and a 4th extra attack at 15th level. At 1st level, these attacks and all others until the start of the Monk's next turn suffer a -2 penalty. At 5th level this penalty is reduced to -1. At 9th level, there is no longer a penalty.
Decisive Strike: Monks with Decisive Strike do not gain extra attacks. Instead, they place each blow with deliberate and brutal effect. Each attack they make until the end of their current turn deals 1.5 times the normal damage. Starting at 5th level, each attack they make until the beginning of their next turn deals 1.5 times the normal damage. At 10th each attack they make until the end of their current turn deals double damage, and all attacks from the end of their current turn until the start of their next turn deal 1.5 times the normal damage. At 15th level, each attack they make until the start of their next turn deals double damage. At 1st level, when using this option, all attacks until the start of the Monk's next turn suffer a -2 penalty. At 5th level this penalty is reduced to -1. At 9th level, there is no longer a penalty.
Debilitating Assault: Monks who take this option strike their opponents with precise attacks meant to hinder or cripple their opponent. At the end of their turn, all opponents that they have successfully attacked since the end of their last turn must make a Fort save (DC 10 + Wis + 1/2 Monk level). For each successful attack after the first made against the same creature, the DC increases by 1. For each component of the target's alignment different from the Monk's, the save is increased by 4. If the target fails the save, they become dazzled for one round. At level 5, the opponent is entangled as well as dazzled. At level 10, they are additionally immobilized, and at level 15, the opponent is flat-footed. A monk that chooses this gains a bonus use of Stunning Fist per encounter.
Fast Movement: This feature adds a +10 ft. enhancement bonus at 1st level, and increases every 2 levels thereafter, providing a +100 ft. enhancement bonus at level 19.
Slow Fall: This ability does not require a wall or similar surface to work, and works over any distance.
Ki Strike: At 3rd level, a Monk adds his Wis modifier to all attacks, and to damage made with his unarmed strikes. At 4th level, all of a Monk's attacks are treated as magic and as both aspects of his alignment for the purpose of overcoming DR. At 10th level, they count as any mundane substance for the purposes of overcoming DR, as Ghost Touch weapons, and they always ignore the hardness of inanimate objects.
Purity of Body: At 5th level, a monk gains immunity to all diseases and poisons,
including supernatural and magical diseases.
Erratic Advance: Starting at 5th level, when charging, the Monk may charge along any path. He also is no longer required to move to the closest square from which he can attack the target of his charge nor in the most direct path available.
Wholeness of Body: At 7th level or higher, a monk's wounds heal exceptionally fast. He gains Fast Healing 1. At 14th level, this increases to Fast Healing 2. If he has Fast Healing from another source, the value of that of that source instead increases by 1 (or 2 at 14 level).
Displacing Stance: Starting at 7th level, a Monk becomes far more in tune with the world around him, causing his form to blur and waver. This causes all attacks against him to suffer a 20% miss chance. At 15th level this miss chance increases to 35%. This replaces the Quivering Palm class feature.
Diamond Body: At 11th level, Monks gain immunity to ability damage, ability drain, and negative level affects.
Diamond Soul: At 13th level, a Monk gains SR equal to 15 plus his class level. He can, as an immediate action, allow a spell to affect him even if it would not overcome his spell resistance.
Freedom of Thought: A 17th level or higher Monk can reroll any failed save against a Mind-Affecting effect, though the second roll must be kept.
Abundant Step (Ex): Monks in Verold have trained themselves to move so quickly and with such precision that no effort or force is wasted, including even that pulling down their weight. Starting at 3rd level and every 4 levels thereafter, this training allows them to, with a successful Balance check, move across steadily more difficult surfaces that would otherwise be nearly impossible.
At 3rd level, Monks can walk or run over difficult terrain with no penalty. They can also run through and over branches, fences, thin ice, the shoulders of a crowd, and other stiff objects that could not normally hold their weight with a DC 10 balance check.
At 7th level, Monks can walk or run up vertical surfaces or across liquid surfaces with a DC 15 balance check for a number of consecutive rounds equal to their Dex score. At the end of this time, if they are not on a solid, flat surface, they fall and/or sink. At this level they also are no longer required to make Balance checks for surfaces over an inch in width and are not hindered (though they can still be blocked) by, nor do they take damage from running across or up, even magically enhanced terrain, including wall spells and harmful affects like lava. Running through a harmful wall or submerging fully in lava, however, will still deal damage normally.
At 11th level, Monks can walk or run up vertical surfaces or across liquid surfaces indefinitely, and treat them as solid, flat surfaces with an upright orientation. Monks can walk or run through the air (in any direction of their choice, including straight up) and across ceilings (or other surfaces that would orient them upside down) with a DC 20 balance check for a number of consecutive rounds equal to their Dex score. At the end of this time, if they are not on a solid, flat surface with an upright orientation, they fall to the ground. At this level, the Monk also can no longer be tracked due to physical signs of his movement (footprints, broken twigs, etc), as he leaves none.
At 15th level, Monks can walk or run through the air and across ceilings indefinitely. This gives them the equivalent of a flight speed with perfect maneuverability equal to their land speed.
At 19th level, Monks have learned to move so swiftly and with such perfect precision that they can evade even light and sound. At will as a swift action, they can become undetectable until the start of their next turn. This functions as the spell Superior Invisibility, except that even True Seeing cannot reveal their presence.
Perfect Self: A 20th level Monk has so attuned himself with the underlying flows of the world around him that he becomes a part of them. His type changes to outsider, with subtypes based on the aspects of his alignment. He also gains DR 10 overcome only by weapons that oppose
both aspects of his alignment. If a Monk is neutral in one or both aspects of his alignment, he chooses one extreme instead for purposes of this ability. Unlike most outsiders, though, a Monk can still be resurrected.