MONK My body is my weapon, and you would be hard pressed to take it away from me. What are you using, a pitiful piece of iron?-Elan the traveling monk, demoralizing his opponent.
A common archetype in all media, the monk is a martial artist master of his own body. He uses his own body as a weapon, armor, and shield. His ability to control his own body has granted him the ability to execute great feats of strength and dexterity. The wisdom displayed by a Monk is rarely equaled, and almost never overtaken. When a question of wisdom or philosophy comes up, these are the ones you would seek out, often on top of mountains.
MAKING A MONK Monks are speedy characters who tend to work with little support. They exist as a counter to traditional adventurers, relying on themselves, rather than protective gear. If you were to run across one out in the wilderness, you might feel concerned for their safety. But do not fret, they can easily handle themselves.
Abilities: Wisdom is the most important ability score for monks, as it provides them with defense, offense, and utility. Dexterity is also important, due to their lack of armor, and it provides aid on other important statistics. Constitution is important as it is for any character. Strength is less important, though it is a nice thing to have in order to provide an extra kick to attacks and combat maneuvers. Intelligence is not very necessary, and charisma is less so, though both can provide support.
Races: Humans take nicely to this class, with their huge amount of adaptability. There is a proud tradition of halfling monks in the caravan, known for their willingness to take on the stronger wild animals with their bare hands. Few dwarves take up the mantle of monk, due to a love of metal, and general refusal to hit anything with something else. The githzerai developed their own fighting style in order to fight off their illithid owners, relying on the monk's mental resistances to escape the mind control. Elves tend to be too wimpy to try and fight with this style.
Alignment: A monk can be of any alignment. Most monks, however, are lawful. The training required to perfect the abilities a monk has usually takes a large amount of discipline. Some others do develop the skills to advance as a talented monk however. It is far from impossible.
Starting Gold: 5d4(12.5)
Starting Age: As fighter.
Class SkillsThe monk’s class skills (and the key ability for each skill) are Autohypnosis (wis) Balance (Dex), Bluff (cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Survival (wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + int)x4
Skill Points at Each Additional Level: 6 + int
Hit Dice: d8
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| BAB | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6/+1 | +6/+1 | +7/+2 | +8/+3 | +9/+4 | +9/+4 | +10/+5 | +11/+6/+1 | +12/+7/+2 | +12/+7/+2 | +13/+8/+3 | +14/+9/+4 | +15/+10/+5 |
| Fort | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Ref | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Will | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| Special Abilities | Bonus Feat, Flurry of Blows, Unarmed Strike, Ki Strike (wis to attack) | Bonus Feat, Evasion, Fast Movement | Still Mind, Ki Strike (Wis to unarmed damage), Abundant Step | Slow Fall, Ki Strike (magic) | Purity of Body, Erratic Advance | Bonus Feat | Wholeness of Body, Abundant Step | Deep Perception (blindsense) | Ki Strike (alignment, ghost touch, overcome hardness) | Bonus Feat | Diamond Body, Abundant Step | | Diamond Soul | Bonus Feat | Abundant Step | Deep Perception (blindsight) | Timeless Body, Tongue of the Sun and Moon | Freedom of Thought | Empty Body, Abundant Step | Perfect Self |
| US | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 | +7 | +7 | +7 |
| | speed | +0 | +10 | +10 | +10 | +20 | +20 | +20 | +30 | +30 | +30 | +40 | +40 | +40 | +50 | +50 | +50 | +60 | +60 | +60 | +70 |
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Class FeaturesWeapon and Armor Proficiency: Monks are proficient with all simple weapons, hand ax, kama, nunchaku, sai, siangham, shuriken, net, and bolas. The monk is not proficient with any armor or shield.
Unarmed Strike: At first level, the monk gains the Improved Unarmed Strike feat as a bonus feat. In addition, the monk's unarmed strike does more damage than normal, as presented on the class table. As this is a straight bonus to damage, it is multiplied on a critical hit.
Armor Bonus: A monk gains a bonus to his armor class equal to his Wisdom modifier. In addition, he gains a bonus as listed on the class table. This is an untyped bonus, and applies even when flat-footed and against touch attacks. The monk loses this bonus while he wears any armor or uses a shield.
Bonus Feat: At levels 1, 2, 6, 10, and 14, a Monk gains a bonus feat, chosen from the following list. You must meet all the prerequisites for the feat unless otherwise noted.
Flurry of Blows (ex): 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 or an 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 or uses a shield.
Flurry of Blows: At level 1, the monk may make an additional attack, but every attack made that round takes a -2 penalty. At level 9 they may make a second attack when using Flurry of blows and at level 18 they may make a third attack. At level 5, the penalty is reduced to -1, and at level 9 the penalty goes away. All additional attacks made using Flurry of Blows are made at the monk's highest base attack bonus.
Decisive Strike: A monk with this version of Flurry of Blows does not gain additional attacks. Instead, they make fewer attacks that deal greater damage. At level 1, the monk deals 1.5 times damage until his next turn. At level 9 this increases to double damage and at level 18 it increases to 2.5 times damage. This requires a full round action, during which the monk makes one attack. At level 12, the monk may make a second attack at a -5 penalty.
Debilitating Strike: This version of Flurry involves not more attacks, but a chance to hinder your opponent. At the end of their turn, the monk forces all opponents they successfully hit to make a save (DC 10+1/2 class level+wis) or be shaken until the start of the monks next turn. This is not a fear effect, so creatures immune to fear can still be affected by it. Every successful hit after the first increases the DC by 1, and for every alignment component that differs the DC is increased by 4 more. At level 9, the target is entangled as well. At level 18, the target is flat-footed in addition to the other conditions. These are not stunning based effects, and as such they can affect those normally immune to stunning. A monk that chooses this gains a bonus use of Stunning Fist per encounter every three levels instead of every 5.
Fast Movement (ex): This feature adds a +10 enhancement bonus at 2nd level, and increases every 3 levels thereafter, providing a +70 enhancement bonus at level 20. This bonus applies to all forms of travel the monk naturally possesses. So a monk with the Overland Flight spell cast on him would not add the bonus to the flight speed, but a monk with a swim speed due to race would add the bonus to his swim speed, and a monk with wings grafted on to him would gain the bonus to his fly speed. A monk loses this bonus while he wears any armor or uses a shield.
Still Mind (su): Your supernatural calmness makes it harder to detect you based on thoughts. Any effect that detects you based on your mind and any attempt to read your mind take twice as long as normal. For effects that are continuous (such as Mindsight), the effect has a 50% chance of failing to detect you.
Slow Fall (ex): At level 4, a monk gains the ability to fall from any height safely. Whenever a monk falls, he takes no falling damage upon landing, regardless of the distance fallen. Other issues from falling from great heights, such as oxygen deprivation or the heat of re-entry, are still an issue however.
Ki Strike (ex): At first level a monk may use Wis instead of Str on all attack rolls made with weapons he is proficient with. At 3rd level a Monk adds his Wis modifier to damage made with weapons he is proficient with. At 4th level, all of a Monk's attacks are treated as magic for the purpose of overcoming DR. At 10th level they count as both aspects of his alignment for the purposes of overcoming DR, as Ghost Touch weapons, and they always ignore the hardness of inanimate objects. At level 16 they count as all mundane substances for the purposes of over coming DR, and they deal normal damage to all inanimate objects. A monk loses this bonus while he wears any armor or uses a shield.
Purity of Body (ex): At 5th level, a monk gains immunity to all diseases and poisons, including supernatural and magical diseases.
Erratic Advance (ex): 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. A monk loses this bonus while he wears any armor or uses a shield.
Wholeness of Body (ex): At level 7 a Monk gains the ability to heal his own wounds. As a standard action, he can heal an amount of damage equal to his class level times his wisdom modifier a number of times per day equal to his constitution modifier. At level 14 he gains fast healing 1, or his existing fast healing increases by 1.
Deep Perception (ex): At level 8, a Monk's connection to the world around him deepens. He gains blindsense out to 10'. As he increases in level, his perception abilities strengthen, and this range increases by 5' per class level beyond 8. At level 16 he gains blindsight out to half the distance of his blindsense (round down). He still gains blindsense out to the normal distance, so a level 16 monk would have blindsight out to 25' and blindsense out to 50'.
Diamond Body (ex): At 11th level, Monks gain a measure of protection from physical harm. They are no longer subject to ability drain. Instead, any effect that would cause ability drain instead causes ability damage. In addition, ability damage heals at a rate of 1/ability/hour. This does not apply to self-inflicted ability drain, such as the cost of casting a vile spell.
Diamond Soul (su): At level 13, Monks gain spell resistance equal to 10+class level+1/2 other levels+their wisdom modifier. They may raise or lower their spell resistance as a free action at any time, allowing them to benefit from beneficial spells cast by others.
Freedom of Thought (ex): A 17th level or higher Monk can re-roll any failed save against a Mind-Affecting effect, though the second roll must be kept. You must choose whether or not to re-roll before the outcome is determined
Abundant Step (Ex): Monks 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 made at the beginning of a movement that requires it, move across steadily more difficult surfaces that would otherwise be nearly impossible. A monk loses this bonus while he wears any armor or uses a shield.
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 15 balance check.
At 7th level, Monks can walk or run up vertical surfaces or across liquid surfaces with a DC 20 balance check for a number of consecutive rounds equal to their Dex modifier. 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, even magically enhanced terrain, including wall spells and harmful effects like lava. So you could walk up a Wall of Blades without taking damage, but you could not walk through it without taking damage, and you can pass through magically enhanced difficult terrain with no restriction, but are still blocked by solid objects and would have to go around (or over) them.
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 35 balance check for a number of consecutive rounds equal to their Dex modifier. 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. In addition, he becomes able to slip between dimensions. With a DC 40 balance check, a monk may teleport as per the Dimension Door spell, except as noted here. This takes a standard action, and the distance traveled is 5' per class level. Every time the monk uses this ability, the DC increases by 4, and the DC increase resets to 0 after an hour of not using this ability.
At 19th level, the monk can teleport as a standard action at will, without needing to make a balance check. You may use this teleportation as a swift action with a DC 45 balance check. Every time you attempt to teleport as a swift action, the DC increases by 4, and the DC increase resets to 0 after an hour of not using this ability.
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.
PLAYING A MONKMonks are martial artists, pure and simple. They lead a simple life, with few possessions, and focus on perfecting themselves, rather than changing the world.
Religion: Monks typically follow deities not associated with specific races, such as Obad-Hai and Boccob. Deities that embody alignments are favorites for members of this class.
Other Classes: Monks enjoy the company of those that share similar interests. Self-sufficient classes, such as the Wizard and the Rogue are favorite companions, but classes that benefit from helping others are also welcome allies, such as Clerics.
Combat: Monks are fast, hard hitting melee paragons. Use their speed to close the gap between them and weak targets, hitting fast and hard. Monks with Decisive Strike tend to focus on attacks of opportunity, trading in large numbers of attacks on their turn for attacks off of their turn. Monks with Debilitating Strike focus on shutting down the defenses of opponents and preventing them from making effective action.
Advancement: Physical and mental training are how to increase your power with these abilities. Most options for advancement outside of the class include martial classes and psionic classes. Both offer an advancement of the monk's unique ability, and aid them in their quest to perfect their own body.
Monks like feats that benefit their fighting style. Those with Debilitating Strike take the Stunning Fist feat chain to compliment their debuff hits. Those with the Decisive Strike ability focus on feats that let them make more attacks of opportunity, such as Improved Trip and Karmic Strike. Those with Flurry of Blows focus on abilities that let them hit and not be hit, such as Spring Attack and Weapon Focus.
MONKS IN THE WORLDI tell ya, you've never seen a fighter quite like these guys. No weapons, no armor, but they can take you out right quick.-Carl Silverstriker, human infantryman.
Monks are viewed as a detached sect in society. They tend to keep to themselves, so some do cultivate an aura of suspicion. Most of the societies know of an order of monks nearby, or even as a part of society. As contradicting as it sounds, some orders of chaotic monks have been formed, mostly in the wilderness, and meetings are not mandatory.
Daily Life: Most monks have a daily meditation ritual, for the sharpening of their mind. However, every monk has a different ritual, and some, particularly chaotic monks, meditate in such a way that does not in any way resemble a stereotypical mediation.
Notables: Amber was a human monk who traveled with the halfling caravans centuries ago. Her help in defeating numerous foes and her teachings to the members of that caravan led to the formation of Yondalla's Guardians. It is not known if Amber ever truly existed or not.
Organizations: The Monks of T'shuva are an order of lawful monks who practice their art high in the mountains. There, the ponder the existence of the deities, attempting to find ways to communicate with them on a familiar level, rather than a spiritual one or through spells. They are noted pacifists, however. Yondalla's Guardians are an order of halfling monks who are charged with protecting the caravans from the dangers of the wild and from bandits. They are very good at hiding, and some even boast magical and psionic abilities that aid them in protecting their charges, so most bandits know to stay away from even seemingly unguarded caravans. They allow other classes into their ranks as well, but the majority of the organizers are monks.
NPC ReactionMost of the time an NPC will give a monk an odd look, if only for the typical outfit. Since monks tend to wear very simple clothes and no armor, even while wandering the wilderness, this is not a common sight. Monks tend to have distinct philosophies which might clash with the region they are in, in which case a closed mouth might be advisable, especially in areas where oppression is common.
MONKS IN THE GAMEThis class works well in any setting where pseudo magical abilities are common. In most typical fantasy settings this class will fit in perfectly.
Adaptation: If you need to adapt this class to a lower magic setting, consider altering the more magical abilities, such as Diamond Soul and Perfect Self.
Encounters: A typical encounter with a monk will exist on a larger scale than is typical for melee combat. Monks like using speed to catch opponents in tactically vulnerable positions. It would not be a bad idea for the monk to have another ally available, though a single monk should be able to at least run away if things go south.