Monks of all types are disciplined masters of the self. They train their bodies and minds to be as potent as possible, whether it be in search of martial prowess or inner peace. Monks are unusual warriors who tend to fight without armor and with minimal weaponry, focusing on disabling rather than killing. What they may lack in outright combat power compared to a fighter or a swordsage they make up for with an extensive range of skills, abilities, and immunities.
The monk is a martial artist whose incredible combat skill is a side effect of a lifelong pursuit of self-mastery. Where other warriors prefer direct attacks, monks are strongest when they lock down and cripple key targets with a range of combat tricks.
d8 Hit Die (8 + Con HP at 1st level, 5 + Con HP thereafter)
6 + Int skill points (x4 at 1st level)
Class Skills: 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), Tumble(Dex)
Weapon and Armor Proficiency: Proficient with the club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields.
Alignment Restriction: Monks must be lawful.
Level | BAB | Fort | Ref | Will | Features | Flurry Attack | Unarmed Damage | AC bonus | Speed Bonus |
---|---|---|---|---|---|---|---|---|---|
1 | 1 | 2 | 2 | 2 | Flurry of Blows, Unarmed Strike | -1/-1 | 1d6 | 0 | 0 |
2 | 2 | 3 | 3 | 3 | Bonus Feat, Evasion | 0/0 | 1d6 | 0 | 0 |
3 | 3 | 3 | 3 | 3 | Bonus Feat, Still Mind | 1/1 | 1d8 | 0 | 10 |
4 | 4 | 4 | 4 | 4 | Ki Strike (magic), Wall Run 20 ft. | 2/2 | 1d8 | 0 | 10 |
5 | 5 | 4 | 4 | 4 | Martial Art, Purity of Body, Slow Fall | 4/4 | 1d10 | 1 | 10 |
6 | 6/1 | 5 | 5 | 5 | Bonus Feat, Wall Run 30 ft. | 5/5/0 | 1d10 | 1 | 20 |
7 | 7/2 | 5 | 5 | 5 | Wholeness of Body | 6/6/1 | 2d6 | 1 | 20 |
8 | 8/3 | 6 | 6 | 6 | Martial Art, Wall Run 40 ft. | 7/7/2 | 2d6 | 1 | 20 |
9 | 9/4 | 6 | 6 | 6 | Improved Evasion | 9/9/4 | 2d8 | 1 | 30 |
10 | 10/5 | 7 | 7 | 7 | Ki Strike (lawful), Wall Run 50 ft. | 10/10/5 | 2d8 | 2 | 30 |
11 | 11/6/1 | 7 | 7 | 7 | Martial Art, Diamond Body | 11/11/6/1 | 2d10 | 2 | 30 |
12 | 12/7/2 | 8 | 8 | 8 | Abundant Step, Wall Run 60 ft. | 12/12/7/2 | 2d10 | 2 | 40 |
13 | 13/8/3 | 8 | 8 | 8 | Diamond Soul | 13/13/13/8/3 | 4d6 | 2 | 40 |
14 | 14/9/4 | 9 | 9 | 9 | Martial Art, Wall Run 70 ft. | 14/14/14/9/4 | 4d6 | 2 | 40 |
15 | 15/10/5 | 9 | 9 | 9 | Quivering Palm | 15/15/15/10/5 | 4d8 | 3 | 50 |
16 | 16/11/6/1 | 10 | 10 | 10 | Ki Strike (adamantine), Wall Run 80 ft. | 16/16/16/11/6/1 | 4d8 | 3 | 50 |
17 | 17/12/7/2 | 10 | 10 | 10 | Martial Art, Timeless Body, Tongue of the Sun and Moon | 17/17/17/12/7/2 | 4d10 | 3 | 50 |
18 | 18/13/8/3 | 11 | 11 | 11 | Wall Run 90 ft. | 18/18/18/13/8/3 | 4d10 | 3 | 60 |
19 | 19/14/9/4 | 11 | 11 | 11 | Empty Body | 19/19/19/14/9/4 | 8d8 | 3 | 60 |
20 | 20/15/10/5 | 12 | 12 | 12 | Perfect Self, Wall Run any distance | 20/20/20/15/10/5 | 8d10 | 4 | 60 |
When unarmored, unencumbered, and not using a shield, the monk adds her wisdom bonus (if any) to her AC, as well as a flat bonus given on the table above.
These bonuses to AC apply to flat-footed and touch AC, but they do not apply if the monk is immobilized or helpless.
A monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be made with nearly any part of the body, meaning that a monk can make unarmed strikes even if her hands are full or bound. A monk applies her full Strength bonus to all unarmed attacks; none of them are considered off-hand attacks.
A monk may choose to allow her attacks to deal nonlethal damage instead of lethal damage at no penalty to her attack roll. This same choice can be made while grappling.
A monk's unarmed strike is treated as both a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve such weapons.
A monk's unarmed strike deals more damage than normal and improves as the monk gains more levels. The damage die to use for a medium monk's unarmed strike is given on the table above.
Finally, a monk may qualify for the feats Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization for her unarmed strikes as if her monk levels were fighter levels.
When unarmored and not carrying a shield, a monk may focus to strike much faster than normal. During a full attack action, the monk may choose to make one extra attack at her highest base attack bonus, but all attacks this round take a -2 penalty, including the bonus attack. This penalty lasts for a full round, so it also applies to any attacks of opportunity the monk might make before her next action.
When using flurry of blows, the monk may only attack with unarmed strikes or with special monk weapons (the kama, nunchaku, quarterstaff, sai, shuriken, and siangham). The monk can switch between any of these weapon types interchangeably during a flurry, but any weapon attacks she makes cannot benefit from being used two-handed (even the quarterstaff cannot benefit from the increased damage from being used two-handed) and are not considered off-hand attacks.
As the monk levels up, her flurry of blows ability improves. At 5th level, the attack penalty lowers to -1, at 9th level the attack penalty is removed, and at 13th level the monk can make a second bonus attack. The table above tracks the base to-hit bonuses of the monk's flurry.
At 2nd level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat.
At 3rd 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.
These feats may be chosen even if the prerequisites for them have not been met.
At 2nd level or higher if a monk succeeds on a Reflex saving throw against an attack that deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
At 3rd level, a monk gains an enhancement bonus to speed, as shown on the table above. A monk wearing armor or carrying a medium or heavy load loses this extra speed.
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the enchantment school.
At 4th level, a monk's unarmed strikes are treated as magic weapons for the purpose of bypassing damage reduction. At 10th level, her unarmed strikes are treated as lawful weapons, and at 16th level they are treated as adamantine weapons against both damage reduction and hardness.
At 4th level, a monk gains the ability to run along walls or other stable vertical surfaces. The monk must begin and end her turn on a horizontal surface and cannot move more than 20 feet along the wall, otherwise she falls. The maximum distance the monk can run along a wall improves with level, up to no maximum at 20th level. Moving along a wall still uses up movement as normal for walking along a flat surface, and walls can become difficult terrain just like floors can.
At 5th level, a monk does not take fall damage while within arm's reach of a stable wall. By 10th level, she never takes fall damage. This ability does not function if the monk is helpless.
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
At 5th, 8th, 11th, 14th, and 17th level, a monk may select from the following list of special abilities. These abilities only apply when unarmed or wielding special monk weapons unless otherwise noted.
Bane of Clockwork: The monk studies technology and constructs in an effort to end them. The monk can critically strike constructs, and can thus also affect them with attacks like stunning fist and quivering palm.
Dragon Claw Hold: The monk gains a +4 bonus on grapple checks against creatures one size category larger than her. This bonus increases to +6 against creatures two or more size categories larger than the monk.
Drunken Master: The monk may feint as a move action. If the monk has the Improved Feint feat, she may feint as a swift action.
Energy Resistance: Choose an energy type from acid, cold, electric, or fire upon gaining this ability. The monk gains energy resistance of (5 x Wis bonus) against the chosen energy type. This ability may be taken multiple times, choosing a new energy type each time.
Focused Soul Strike (Su): Choose an energy type from acid, cold, electric, or fire upon gaining this ability. As a swift action, the monk may choose not to make any number of additional attacks this round that she could have made. For each attack given up, the monk's next unarmed strike this round deals an additional +1d6 energy damage of the chosen type and the unarmed damage die is doubled. For example, an 8th level medium-sized monk who chose fire as her energy type for this ability could use Flurry of Blows and then give up two attacks, allowing for a single unarmed strike with a +7 bonus to hit that deals (3d10 + Str) bludgeoning damage and 2d6 fire damage.
Immortal Parry: When the monk is struck in combat by a creature she threatens with her unarmed strike, she may make an attack of opportunity against that creature with an unarmed strike. Instead of dealing damage to the creature, however, the damage the monk takes from the attack is reduced by the damage she would have dealt.
Improved Stunning Fist: The saving throw DC for the monk's Stunning Fist increases by 2. Additionally, the monk gains an additional number of Stunning Fist attempts per day equal to her Wisdom modifier.
Ki Constriction: Creatures pinned by the monk are treated as if under the effects of an anti-magic field. This also applies to the target’s equipment.
Ki Meditation (Su): As a swift action, the monk may expend one of her Stunning Fist attempts to gain fast healing equal to her Wisdom modifier for 1 minute. If the monk does not have the Stunning Fist feat, this ability may be used once per day.
Pressure Point Mastery: While using a light weapon and fighting an opponent susceptible to critical hits, the monk may add her dexterity bonus to her damage rolls.
Renewing Strikes: When the monk strikes an opponent with an unarmed strike, she recovers hit points equal to the base damage dice rolled. She cannot recover an amount of hit points greater than the amount of damage the attack dealt. Effects that add additional damage dice to the attack are not counted towards the hit points regained.
Soulwarp Strike (Su): The monk learns how to channel necromantic energy into her unarmed strikes. This ability must be declared before an attack roll is made (thus, a failed attack roll ruins the attempt). In addition to dealing its normal damage, the unarmed strike renders any living creature nauseated for 1 round, or sickened for 1 round if it succeeds on a Fortitude save (DC 10 + 1/2 monk's character level + monk's Wis modifier). This ability can be used a number of times per day equal to the monk's class level, and no more than once per round. Creatures immune to necromancy effects (such as constructs) are unaffected by this ability.
Spell Reflection: If an enemy misses with a spell or spell-like ability aimed at the monk, she can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. This ability can be used a number of times per day equal to 1 + the monk's Wisdom modifier (minimum 1/day).
Strikes of the Rain and Thunder (Su): If the monk successfully hits a single target 6 or more times in a single full attack action, she may deal 20d6 damage to the target as a thundering blast of ki rips through the enemy. This damage cannot in any way be negated, reduced, delayed, shared, or prevented; the target’s hit point total is immediately and directly reduced.
Sucker Punch: Gain a sneak attack that deals 1d6 damage (or increase an existing sneak attack by +1d6). This ability may be taken multiple times.
Swift Flurry: The monk may gain the bonus attacks of Flurry of Blows while making an attack as a standard action or during a charge. The regular accuracy penalty from Flurry of Blows (if any) still applies. This does not allow the monk to make her regular iterative attacks - only the ones granted by Flurry of Blows.
Tiger Flurry: The monk may make a full attack with FLurry of Blows as a standard action, including at the end of a charge. This ability can only be taken by a monk with Swift Flurry.
Toppling Strike: After successfully stunning an opponent with the Stunning Fist feat, the monk may attempt an opposed strength check to trip the opponent. She gains a +4 circumstance bonus to the strength check. If the monk succeeds and has the Improved Trip feat, she may take her bonus attack against the tripped opponent as normal.
Unyielding Fists: If the monk is holding nothing in her hands, she may treat her unarmed strikes as two-handed weapons. Two-handed weapons add 1.5x strength modifier to damage, gain a +4 bonus on disarm and sunder checks, and gain increased benefit from the Power Attack feat, but cannot be used with the Weapon Finesse feat. Additionally, this allows unarmed strikes during a Flurry of Blows to benefit from being two-handed weapons, overriding the normal restriction.
Bonus Feat: The monk gains Blind Fight, Dodge, Great Fortitude, Toughness, Improved Feint, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, or Stunning Fist as a bonus feat, even if she does not meet the prerequisites. This ability may be taken multiple times, though only Dodge and Toughness may be selected more than once.
At 7th level or higher, a monk can heal a number of hit points equal to twice her current monk level each day, and she can spread this healing out among several uses. Using this ability is a move-equivalent action.
At 9nd level, a monk's evasion improves. She still takes no damage on a successful reflex save against attacks, but henceforth she only takes half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
At 11th level, a monk becomes immune to all poisons.
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.
At 13th level, a monk gains spell resistance equal to her current monk level + 10.
Starting at 15th level, the monk can set up vibrations in the body of another creature that can become fatal thereafter if the monk so desires. Once per week, the monk may choose to declare an unarmed strike as a quivering palm attack before the attack roll is made. If the target takes damage from the attack, it must make a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier). The monk is made aware of the result of the saving throw. On a failed save, the target becomes filled with undetectable vibrations from the attack that remain for a number of days equal to the monk's level. As a free action anytime thereafter, the monk may instantly kill the creature so long as the vibrations are still in its body.
This ability does not work on creatures that are immune to critical hits. The lethal vibrations set into a creature's body by this ability can only be removed by the likes of a Wish or Miracle spell.
After reaching 17th level, a monk does not take penalties to her ability scores from aging and cannot be magically aged. Any existing age penalties remain, however, and the monk can still die of old age.
A monk of 17th level can communicate with any living creature.
A monk of 19th level gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. The monk may become ethereal multiple times per day so long as the total time spent ethereal does not exceed the round limit.
At 20th level, a monk becomes a magical creature. Her creature type changes to outsider (including gaining darkvision out to 60 feet), but she may choose to be affected by spells and effects as though she were a member of her previous creature type whenever she wants, including for spells that bring back the dead. Additionally, the monk gains damage reduction 10/magic.
Where regular monks focus on the perfection of the self, a mahatma is a type of monk who focuses on unity with the world. This connection with the fundamental forces of nature and magic grants a mahatma the ability to wield divine magic, but at the cost of martial ability.
d8 Hit Die (8 + Con HP at 1st level, 5 + Con HP thereafter)
6 + Int skill points (x4 at 1st level)
Class Skills: 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), Tumble(Dex)
Weapon and Armor Proficiency: Proficient with the club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields.
Alignment Restriction: Monks must be lawful.
Level | BAB | Fort | Ref | Will | Features | Unarmed Damage | AC bonus | Speed Bonus | Spells Per Day (0th 1st 2nd 3rd 4th 5th) |
Spells Known (0th 1st 2nd 3rd 4th 5th) |
---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | 2 | 2 | 2 | Unarmed Strike | 1d6 | 0 | 0 | 3 1 - - - - | 3 2 - - - - |
2 | 2 | 3 | 3 | 3 | Evasion | 1d6 | 0 | 0 | 3 1 - - - - | 4 2 - - - - |
3 | 3 | 3 | 3 | 3 | Still Mind | 1d6 | 0 | 10 | 3 2 - - - - | 4 3 - - - - |
4 | 4 | 4 | 4 | 4 | Ki Strike (magic), Wall Run 20 ft. | 1d8 | 0 | 10 | 3 2 0 - - - | 4 3 2 - - - |
5 | 5 | 4 | 4 | 4 | Purity of Body, Slow Fall | 1d8 | 1 | 10 | 3 2 1 - - - | 4 4 2 - - - |
6 | 6/1 | 5 | 5 | 5 | Wall Run 30 ft. | 1d8 | 1 | 20 | 3 2 1 - - - | 4 4 3 - - - |
7 | 7/2 | 5 | 5 | 5 | Wholeness of Body | 1d10 | 1 | 20 | 3 3 2 - - - | 4 4 3 - - - |
8 | 8/3 | 6 | 6 | 6 | Wall Run 40 ft. | 1d10 | 1 | 20 | 3 3 2 0 - - | 4 4 3 2 - - |
9 | 9/4 | 6 | 6 | 6 | Improved Evasion | 1d10 | 1 | 30 | 3 3 2 1 - - | 4 4 4 2 - - |
10 | 10/5 | 7 | 7 | 7 | Ki Strike (lawful), Wall Run 50 ft. | 2d6 | 2 | 30 | 3 3 2 1 - - | 4 4 4 3 - - |
11 | 11/6/1 | 7 | 7 | 7 | Diamond Body | 2d6 | 2 | 30 | 3 3 3 2 - - | 4 4 4 3 - - |
12 | 12/7/2 | 8 | 8 | 8 | Abundant Step, Wall Run 60 ft. | 2d6 | 2 | 40 | 3 3 3 2 0 - | 4 4 4 3 2 - |
13 | 13/8/3 | 8 | 8 | 8 | Diamond Soul | 2d8 | 2 | 40 | 3 3 3 2 1 - | 4 4 4 4 2 - |
14 | 14/9/4 | 9 | 9 | 9 | Wall Run 70 ft. | 2d8 | 2 | 40 | 3 3 3 2 1 - | 4 4 4 4 3 - |
15 | 15/10/5 | 9 | 9 | 9 | - | 2d8 | 3 | 50 | 3 3 3 3 2 - | 4 4 4 4 3 - |
16 | 16/11/6/1 | 10 | 10 | 10 | Ki Strike (adamantine), Wall Run 80 ft. | 2d10 | 3 | 50 | 3 3 3 3 2 0 | 4 4 4 4 3 2 |
17 | 17/12/7/2 | 10 | 10 | 10 | Timeless Body, Tongue of the Sun and Moon | 2d10 | 3 | 50 | 3 3 3 3 2 1 | 4 4 4 4 4 2 |
18 | 18/13/8/3 | 11 | 11 | 11 | Wall Run 90 ft. | 2d10 | 3 | 60 | 3 3 3 3 2 1 | 4 4 4 4 4 3 |
19 | 19/14/9/4 | 11 | 11 | 11 | Improved Empty Body | 4d6 | 3 | 60 | 3 3 3 3 3 2 | 4 4 4 4 4 3 |
20 | 20/15/10/5 | 12 | 12 | 12 | Perfect Self, Wall Run any distance | 4d8 | 4 | 60 | 3 3 3 3 3 2 | 4 4 4 4 4 4 |
A mahatma casts divine spells which are drawn from the mahatma spell list. Like a favored soul, a mahatma can cast any spell she knows without preparing it ahead of time. Unlike most divine casters, equipment can interfere with a mahatma's divine connection with the world. A mahatma who wears armor or uses a shield suffers the equipment's arcane spell failure chance for her divine spells, and holding a weapon (other than the kama, nunchaku, quarterstaff, sai, shuriken, or siangham) causes her spells to fail outright.
Like other spellcasters, a mahatma can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Wisdom score. When the table indicates that the mahatma gets 0 spells per day of a given spell level, she still gains the bonus spells she would be entitled to for having a high Wisdom score.
A mahatma begins play knowing three 0-level spells and two 1st-level spells of your choice. As she gains new levels, she learns new spells as indicated on the table. The number of spells a mahatma knows is not affected by her Wisdom score. At 5th level, and at every 3rd mahatma level thereafter, a mahatma can choose to forget an existing spell to learn a different one of the same level.
When unarmored, unencumbered, and not using a shield, the monk adds her wisdom bonus (if any) to her AC, as well as a flat bonus given on the table above.
These bonuses to AC apply to flat-footed and touch AC, but they do not apply if the monk is immobilized or helpless.
A monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be made with nearly any part of the body, meaning that a monk can make unarmed strikes even if her hands are full or bound. A monk applies her full Strength bonus to all unarmed attacks; none of them are considered off-hand attacks.
A monk may choose to allow her attacks to deal nonlethal damage instead of lethal damage at no penalty to her attack roll. This same choice can be made while grappling.
A monk's unarmed strike is treated as both a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve such weapons.
A monk's unarmed strike deals more damage than normal and improves as the monk gains more levels. The damage die to use for a medium monk's unarmed strike is given on the table above.
Finally, a monk may qualify for the feats Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization for her unarmed strikes as if her monk levels were fighter levels.
At 2nd level or higher if a monk succeeds on a Reflex saving throw against an attack that deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
At 3rd level, a monk gains an enhancement bonus to speed, as shown on the table above. A monk wearing armor or carrying a medium or heavy load loses this extra speed.
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the enchantment school.
At 4th level, a monk's unarmed strikes are treated as magic weapons for the purpose of bypassing damage reduction. At 10th level, her unarmed strikes are treated as lawful weapons, and at 16th level they are treated as adamantine weapons against both damage reduction and hardness.
At 4th level, a monk gains the ability to run along walls or other stable vertical surfaces. The monk must begin and end her turn on a horizontal surface and cannot move more than 20 feet along the wall, otherwise she falls. The maximum distance the monk can run along a wall improves with level, up to no maximum at 20th level. Moving along a wall still uses up movement as normal for walking along a flat surface, and walls can become difficult terrain just like floors can.
At 5th level, a monk does not take fall damage while within arm's reach of a stable wall. By 10th level, she never takes fall damage. This ability does not function if the monk is helpless.
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
At 7th level or higher, a monk can heal a number of hit points equal to twice her current monk level each day, and she can spread this healing out among several uses. Using this ability is a move-equivalent action.
At 9nd level, a monk's evasion improves. She still takes no damage on a successful reflex save against attacks, but henceforth she only takes half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
At 11th level, a monk becomes immune to all poisons.
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.
At 13th level, a monk gains spell resistance equal to her current monk level + 10.
After reaching 17th level, a monk does not take penalties to her ability scores from aging and cannot be magically aged. Any existing age penalties remain, however, and the monk can still die of old age.
A monk of 17th level can communicate with any living creature.
A monk of 19th level gains the ability to assume an ethereal state for 1 minute per monk level per day, as though using the spell etherealness. The monk may become ethereal multiple times per day so long as the total time spent ethereal does not exceed the time limit.
At 20th level, a monk becomes a magical creature. Her creature type changes to outsider (including gaining darkvision out to 60 feet), but she may choose to be affected by spells and effects as though she were a member of her previous creature type whenever she wants, including for spells that bring back the dead. Additionally, the monk gains damage reduction 10/magic.
A xian is a seeker of immortality. Where most monks are generally content to stay in their monasteries, a xian travels the world to seek wisdom and test her body against whatever trials may come. A xian is less formally skilled than the typical monk, but her unwavering determination manifests through her incredible durability.
d10 Hit Die (10 + Con HP at 1st level, 6 + Con HP thereafter)
4 + Int skill points (x4 at 1st level)
Class Skills: 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), Tumble(Dex)
Weapon and Armor Proficiency: Proficient with the club, crossbow (light and heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields.
Alignment Restriction: Monks must be lawful.
Level | BAB | Fort | Ref | Will | Features | Flurry Attack | Unarmed Damage | AC bonus |
---|---|---|---|---|---|---|---|---|
1 | 1 | 2 | 2 | 2 | Flurry of Blows, Unarmed Strike | -1/-1 | 1d6 | 0 |
2 | 2 | 3 | 3 | 3 | Evasion | 0/0 | 1d6 | 0 |
3 | 3 | 3 | 3 | 3 | Bonus Feat, Still Mind | 1/1 | 1d6 | 1 |
4 | 4 | 4 | 4 | 4 | Ki Strike (magic) | 2/2 | 1d8 | 1 |
5 | 5 | 4 | 4 | 4 | Martial Art, Purity of Body, Slow Fall | 4/4 | 1d8 | 2 |
6 | 6/1 | 5 | 5 | 5 | Bonus Feat | 5/5/0 | 1d8 | 2 |
7 | 7/2 | 5 | 5 | 5 | Wholeness of Body, Damage Reduction 1/- | 6/6/1 | 1d10 | 3 |
8 | 8/3 | 6 | 6 | 6 | Martial Art | 7/7/2 | 1d10 | 3 |
9 | 9/4 | 6 | 6 | 6 | Improved Evasion | 9/9/4 | 1d10 | 4 |
10 | 10/5 | 7 | 7 | 7 | Ki Strike (lawful), Damage Reduction 2/- | 10/10/5 | 2d6 | 4 |
11 | 11/6/1 | 7 | 7 | 7 | Martial Art, Diamond Body | 11/11/6/1 | 2d6 | 5 |
12 | 12/7/2 | 8 | 8 | 8 | Abundant Step | 12/12/7/2 | 2d6 | 5 |
13 | 13/8/3 | 8 | 8 | 8 | Diamond Soul, Damage Reduction 3/- | 13/13/13/8/3 | 2d8 | 6 |
14 | 14/9/4 | 9 | 9 | 9 | Martial Art | 14/14/14/9/4 | 2d8 | 6 |
15 | 15/10/5 | 9 | 9 | 9 | Timeless Body | 15/15/15/10/5 | 2d8 | 7 |
16 | 16/11/6/1 | 10 | 10 | 10 | Ki Strike (adamantine), Damage Reduction 4/- | 16/16/16/11/6/1 | 2d10 | 7 |
17 | 17/12/7/2 | 10 | 10 | 10 | Martial Art, Tongue of the Sun and Moon | 17/17/17/12/7/2 | 2d10 | 8 |
18 | 18/13/8/3 | 11 | 11 | 11 | - | 18/18/18/13/8/3 | 2d10 | 8 |
19 | 19/14/9/4 | 11 | 11 | 11 | Empty Body, Damage Reduction 5/- | 19/19/19/14/9/4 | 4d6 | 9 |
20 | 20/15/10/5 | 12 | 12 | 12 | Perfect Self, Immortality | 20/20/20/15/10/5 | 4d8 | 10 |
When unarmored, unencumbered, and not using a shield, the monk adds her wisdom bonus (if any) to her AC, as well as a flat bonus given on the table above.
At 5th level, the xian may add her Constitution bonus to her AC.
These bonuses to AC apply to flat-footed and touch AC, but they do not apply if the monk is immobilized or helpless.
A monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be made with nearly any part of the body, meaning that a monk can make unarmed strikes even if her hands are full or bound. A monk applies her full Strength bonus to all unarmed attacks; none of them are considered off-hand attacks.
A monk may choose to allow her attacks to deal nonlethal damage instead of lethal damage at no penalty to her attack roll. This same choice can be made while grappling.
A monk's unarmed strike is treated as both a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve such weapons.
A monk's unarmed strike deals more damage than normal and improves as the monk gains more levels. The damage die to use for a medium monk's unarmed strike is given on the table above.
Finally, a monk may qualify for the feats Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization for her unarmed strikes as if her monk levels were fighter levels.
When unarmored and not carrying a shield, a monk may focus to strike much faster than normal. During a full attack action, the monk may choose to make one extra attack at her highest base attack bonus, but all attacks this round take a -2 penalty, including the bonus attack. This penalty lasts for a full round, so it also applies to any attacks of opportunity the monk might make before her next action.
When using flurry of blows, the monk may only attack with unarmed strikes or with special monk weapons (the kama, nunchaku, quarterstaff, sai, shuriken, and siangham). The monk can switch between any of these weapon types interchangeably during a flurry, but any weapon attacks she makes cannot benefit from being used two-handed (even the quarterstaff cannot benefit from the increased damage from being used two-handed) and are not considered off-hand attacks.
As the monk levels up, her flurry of blows ability improves. At 5th level, the attack penalty lowers to -1, at 9th level the attack penalty is removed, and at 13th level the monk can make a second bonus attack. The table above tracks the base to-hit bonuses of the monk's flurry.
At 2nd level or higher if a monk succeeds on a Reflex saving throw against an attack that deals half damage on a successful save, the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
At 3rd level, a xian 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.
These feats may be chosen even if the prerequisites for them have not been met.
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the enchantment school.
At 4th level, a monk's unarmed strikes are treated as magic weapons for the purpose of bypassing damage reduction. At 10th level, her unarmed strikes are treated as lawful weapons, and at 16th level they are treated as adamantine weapons against both damage reduction and hardness.
At 5th level, a monk does not take fall damage while within arm's reach of a stable wall. By 10th level, she never takes fall damage. This ability does not function if the monk is helpless.
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
At 5th, 8th, 11th, 14th, and 17th level, a monk may select from the following list of special abilities. These abilities only apply when unarmed or only wielding special monk weapons unless otherwise noted.
Bane of Clockwork: The monk studies technology and constructs in an effort to end them. The monk can critically strike constructs, and can thus also affect them with attacks like stunning fist and quivering palm.
Dragon Claw Hold: The monk gains a +4 bonus on grapple checks against creatures one size category larger than her. This bonus increases to +6 against creatures two or more size categories larger than the monk.
Drunken Master: The monk may feint as a move action. If the monk has the Improved Feint feat, she may feint as a swift action.
Energy Resistance: Choose an energy type from acid, cold, electric, or fire upon gaining this ability. The monk gains energy resistance of (5 x Wis bonus) against the chosen energy type. This ability may be taken multiple times, choosing a new energy type each time.
Focused Soul Strike (Su): Choose an energy type from acid, cold, electric, or fire upon gaining this ability. As a swift action, the monk may choose not to make any number of additional attacks this round that she could have made. For each attack given up, the monk's next unarmed strike this round deals an additional +1d6 energy damage of the chosen type and the unarmed damage die is doubled. For example, an 8th level medium-sized monk who chose fire as her energy type for this ability could use Flurry of Blows and then give up two attacks, allowing for a single unarmed strike with a +7 bonus to hit that deals (3d10 + Str) bludgeoning damage and 2d6 fire damage.
Immortal Parry: When the monk is struck in combat by a creature she threatens with her unarmed strike, she may make an attack of opportunity against that creature with an unarmed strike. Instead of dealing damage to the creature, however, the damage the monk takes from the attack is reduced by the damage she would have dealt.
Improved Stunning Fist: The saving throw DC for the monk's Stunning Fist increases by 2. Additionally, the monk gains an additional number of Stunning Fist attempts per day equal to her Wisdom modifier.
Ki Constriction: Creatures pinned by the monk are treated as if under the effects of an anti-magic field. This also applies to the target’s equipment.
Ki Meditation (Su): As a swift action, the monk may expend one of her Stunning Fist attempts to gain fast healing equal to her Wisdom modifier for 1 minute. If the monk does not have the Stunning Fist feat, this ability may be used once per day.
Pressure Point Mastery: While using a light weapon and fighting an opponent susceptible to critical hits, the monk may add her dexterity bonus to her damage rolls.
Renewing Strikes: When the monk strikes an opponent with an unarmed strike, she recovers hit points equal to the base damage dice rolled. She cannot recover an amount of hit points greater than the amount of damage the attack dealt. Effects that add additional damage dice to the attack are not counted towards the hit points regained.
Soulwarp Strike (Su): The monk learns how to channel necromantic energy into her unarmed strikes. This ability must be declared before an attack roll is made (thus, a failed attack roll ruins the attempt). In addition to dealing its normal damage, the unarmed strike renders any living creature nauseated for 1 round, or sickened for 1 round if it succeeds on a Fortitude save (DC 10 + 1/2 monk's character level + monk's Wis modifier). This ability can be used a number of times per day equal to the monk's class level, and no more than once per round. Creatures immune to necromancy effects (such as constructs) are unaffected by this ability.
Spell Reflection: If an enemy misses with a spell or spell-like ability aimed at the monk, she can use an immediate action to redirect the effect back at its originator. The spell or ability attacks the original caster (who makes a new attack roll using the same modifier as the original attack). If it hits, the caster is subject to the normal effect of the spell or ability. This ability can be used a number of times per day equal to 1 + the monk's Wisdom modifier (minimum 1/day).
Strikes of the Rain and Thunder (Su): If the monk successfully hits a single target 6 or more times in a single full attack action, she may deal 20d6 damage to the target as a thundering blast of ki rips through the enemy. This damage cannot in any way be negated, reduced, delayed, shared, or prevented; the target’s hit point total is immediately and directly reduced.
Sucker Punch: Gain a sneak attack that deals 1d6 damage (or increase an existing sneak attack by +1d6). This ability may be taken multiple times.
Swift Flurry: The monk may gain the bonus attacks of Flurry of Blows while making an attack as a standard action or during a charge. The regular accuracy penalty from Flurry of Blows (if any) still applies. This does not allow the monk to make her regular iterative attacks - only the ones granted by Flurry of Blows.
Tiger Flurry: The monk may make a full attack with FLurry of Blows as a standard action, including at the end of a charge. This ability can only be taken by a monk with Swift Flurry.
Toppling Strike: After successfully stunning an opponent with the Stunning Fist feat, the monk may attempt an opposed strength check to trip the opponent. She gains a +4 circumstance bonus to the strength check. If the monk succeeds and has the Improved Trip feat, she may take her bonus attack against the tripped opponent as normal.
Unyielding Fists: If the monk is holding nothing in her hands, she may treat her unarmed strikes as two-handed weapons. Two-handed weapons add 1.5x strength modifier to damage, gain a +4 bonus on disarm and sunder checks, and gain increased benefit from the Power Attack feat, but cannot be used with the Weapon Finesse feat. Additionally, this allows unarmed strikes during a Flurry of Blows to benefit from being two-handed weapons, overriding the normal restriction.
Bonus Feat: The monk gains Blind Fight, Dodge, Great Fortitude, Toughness, Improved Feint, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, or Stunning Fist as a bonus feat, even if she does not meet the prerequisites. This ability may be taken multiple times, though only Dodge and Toughness may be selected more than once.
At 7th level or higher, a monk can heal a number of hit points equal to twice her current monk level each day, and she can spread this healing out among several uses. Using this ability is a move-equivalent action.
At 7th level, the xian gains Damage Reduction 1/-. Unlike most damage reduction, this also reduces fire, cold, electric, acid, and sonic damage as if it were energy resistance of the appropriate type. This ability can also stack with other sources of damage reduction and energy resistance.
This damage reduction increases by 1 for every three levels beyond 7th.
At 9nd level, a monk's evasion improves. She still takes no damage on a successful reflex save against attacks, but henceforth she only takes half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
At 11th level, a monk becomes immune to all poisons.
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.
At 13th level, a monk gains spell resistance equal to her current monk level + 10.
After reaching 15th level, a xian does not take penalties to her ability scores from aging and cannot be magically aged. Any existing age penalties remain, however, and the xian can still die of old age.
A monk of 17th level can communicate with any living creature.
A monk of 19th level gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. The monk may become ethereal multiple times per day so long as the total time spent ethereal does not exceed the round limit.
At 20th level, a monk becomes a magical creature. Her creature type changes to outsider (including gaining darkvision out to 60 feet), but she may choose to be affected by spells and effects as though she were a member of her previous creature type whenever she wants, including for spells that bring back the dead. Additionally, the monk gains damage reduction 10/magic.
At 20th level, the xian's quest for immortality is fulfilled. She can no longer die of old age, and any ability score penalties suffered from old age are removed. Bonuses from aging still remain.
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