MonkHit Die: d8
Class Skills: The monk's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (psionics) (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 per Level: 4 + Int modifier.
BAB: Average
Saves: Fort good, Ref good, Will good.
Lv | Class Features |
1 | AC Bonus (Wis), Bonus feat, Flurry of blows, Masterwork body, Unarmed strike (1d6) |
2 | Bonus feat, Evasion |
3 | Fast movement +10ft, Intuitive attack, Still mind |
4 | Ki strike (magic), Pounce, Slow fall, Unarmed strike (1d8) |
5 | AC Bonus (Wis +1), Intuitive technique, Purity of body |
6 | Acrobatics, Bonus feat, Fast movement +20ft |
7 | Path I, Wholeness of body 1 |
8 | Quickened Strike I, Unarmed strike (1d10) |
9 | Dispelling Palm, Fast movement +30ft, Improved evasion |
10 | AC Bonus (Wis +2), Ki strike (alignment), Wholeness of body 2 |
11 | Diamond body, Greater flurry |
12 | Abundant step, Fast movement +40ft, Quickened Strike II, Unarmed strike (2d6) |
13 | Diamond Soul, Wholeness of body 3 |
14 | Improved Acrobatics, Path II |
15 | AC Bonus (Wis +3), Fast movement +50ft, Quivering Palm |
16 | Ki strike (damage reduction), Quickened Strike III, Unarmed strike (2d8), Wholeness of body 4 |
17 | Timeless body, Tongue of the sun and moon |
18 | Fast movement +60ft, True Sight |
19 | Empty body, Wholeness of body 5 |
20 | AC Bonus (Wis +4), Perfect self, Unarmed strike (2d10) |
Weapon and Armor Proficiency: Monks are proficient with the club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling and unarmed strike. In addition these weapons are considered "monk weapons", which grant the monk additional options. If the monk uses the Exotic Weapon Proficiency feat to gain proficiency in a weapon then he may also treat that weapon as a monk weapon.
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 of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 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.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made as part of that action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk may perform a flurry of blows whenever he could make one or more attacks, but cannot apply multiple flurries to the same action.
When using flurry of blows a monk may attack only with monk weapons, but may attack with multiple weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies his Strength bonus (not Str bonus × 1½ or ×½) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands. The monk can’t use any weapon other than a monk weapon as part of a flurry of blows.
Masterwork Body (Ex): A monk's natural attacks and body are treated as masterwork weapons and armor respectively, and may be enchanted as magic items. If he does not do so, he still gains a +1 enhancement bonus on attack rolls for using a masterwork weapon.
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 his hands full. There is no such thing as an off-hand attack for a monk striking unarmed - a monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He 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 his unarmed strikes than a normal person would, as shown above. Large or Small monks deal more or less damage as shown:
Level | Damage (Small Monk) | Damage (Large Monk) |
1st-3rd | 1d4 | 1d8 |
4th-7th | 1d6 | 2d6 |
8th-11th | 1d8 | 2d8 |
12th-15th | 1d10 | 3d6 |
16th-19th | 2d6 | 3d8 |
20th | 2d8 | 4d8 |
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, he may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, he 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.
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.
Fast Movement (Ex): From 3rd level on, a monk gains an insight bonus to his speed, as shown above. A monk in armor or carrying a medium or heavy load loses this extra speed. As this is not an enhancement bonus, it stacks with magic items which improve speed.
Intuitive Attack (Ex): At 3rd level, a monk may use his monk AC bonus (Wis modifier +1 at every 5th monk level) in place of his Strength or Dexterity modifier on attack and damage rolls with monk weapons.
Still Mind (Ex): A monk of 3rd level or higher may roll twice on saving throws against spells and effects from the school of enchantment and choose the better of the two results.
Ki Strike (Su): At 4th level, a monk’s attacks are empowered with ki. His attacks with monk weapons are treated as magic
ghost touch weapons for the purpose of striking incorporeal creatures and dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, his monk weapons are also treated as weapons of his alignment. At 16th level, his monk weapons ignore all damage reduction and hardness.
Slow Fall (Ex): At 4th level, a monk within arm's reach of a wall can use it to slow his descent. He never takes falling damage as long as he is capable of reaching a wall.
Pounce (Ex): At 4th level, a monk can make a full attack at the end of a charge.
Intuitive Technique (Ex): At 5th level, a monk may use his monk AC bonus (Wis modifier +1 at every 5th monk level) in place of his Strength or Dexterity modifier for special attacks such as trip and grapple, as well as determining the DCs of his special attacks based on Strength, Dexterity or Wisdom.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Acrobatics (Ex): At 6th level, a monk can move along non-solid or vertical surfaces as if they were solid ground, and can even make jumps from such places. If he does not end his turn on a solid surface he falls as normal.
Path (Ex): At 7th level a monk gains a bonus based on whether he selected Stunning Fist or Improved Grapple as a bonus feat at 1st level. If he selected Stunning Fist then targets of his Stunning Fist are both stunned and dazed for 1 round. If he selected Improved Grapple then he gains +2 Strength and may treat his size category as one larger whenever it is more convenient to do so.
At 14th level this ability further advances. If he selected Stunning Fist then targets of his fist are also paralysed for 1 round and staggered for 2 rounds (these durations overlap, not stack). If he selected Improved Grapple then his previous Path bonuses are doubled to +4 Strength and +2 size categories.
Wholeness of Body (Ex): At 7th level, a monk gains fast healing 1. This fast healing improves by +1 at every 3rd monk level thereafter (10th, 13th, 16th, 19th).
Quickened Strike (Ex): At 8th level, the action required for a monk's attacks is reduced by one step. He may make a full attack or charge as a standard action, and a standard attack or maneuver as a move action.
At 12th level this ability improves; he can make a full attack or charge as a move action, and a standard attack or maneuver as a swift action.
At 16th level this ability improves again; he can make a full attack or charge as a swift action, and can make a full attack as an attack of opportunity.
A monk may choose not to reduce the action spent in order to attack more times per round; for instance, a 16th-level monk could make three charge attacks by spending his move, standard and swift actions.
Dispelling Palm (Su): At 9th level a monk can create a targeted
greater dispel magic effect at will (caster level equals his monk level) as a melee touch attack. As with all touch spells, he may channel this effect through an unarmed strike.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell
dimension door (caster level equals half his monk level) except that this ability does not use up his remaining actions for the turn. After using this ability he must wait 1d4 rounds before using it again. A monk may combine a use of this ability with a charge, attacking as he reappears without requiring an additional action.
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his 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. The monk may raise or lower this spell resistance as a free action. In addition, when the monk is affected by a spell which does not normally allow a saving throw, he is entitled to a Will save (DC as normal for a spell of that level) to resist its effects.
Improved Acrobatics (Ex): At 14th level a monk no longer needs a surface when using his Acrobatics ability, effectively gaining a fly speed equal to his land speed with perfect maneuverability. He still falls at the end of his turn unless supported.
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. He can deliver quivering palm via any attack, but cannot place multiple quivering palms on the same creature. 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 his 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 (or is destroyed in the case of an undead or construct). If the saving throw is successful the effect ends harmlessly, and the monk cannot place quivering palm effects on that creature for 24 hours.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged or affected by [Death] effects. If he had already taken such penalties they are removed. The monk can no longer die of old age.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
True Sight (Su): A monk of 18th level or higher sees things as they truly are, similar to a
true seeing spell but with no maximum range.
Empty Body (Su): At 19th level, as a swift action a monk can assume an ethereal state for 1 round per monk level per day, as though using the spell
ethereal jaunt, except that he may treat himself (or part of his body) as material and/or visible whenever it is more convenient. All of his attacks while in this state are resolved as touch attacks.
He 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 his monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. He may treat himself as an outsider rather than as a humanoid (or whatever the monk’s creature type was) whenever it is more convenient to do so. Additionally, the monk gains damage reduction 10/epic, which allows him to ignore the first 10 points of damage from any attack made by a weapon with an enhancement bonus lower than +6 or by any natural attack made by a creature that doesn’t have similar damage reduction. Finally, his Acrobatics class feature improves to true flight (he no longer falls at the end of the round).