
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Although they don't cast spells, monks channel a subtle energy called ki. This energy allows a monk to perform amazing feats, such as healing himself, catching arrows in flight, and dodging blows with lightning speed. A monk's mundane and ki-based abilities grow with experience, granting him more power over himself and his environment. Monks suffer unique penalties if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses his Wisdom and level-based Armor Class bonuses, movement speed, and additional unarmed attacks per round.
Alignment: Any lawful
Hit Die: d8
Proficiencies: Club, dagger, handaxe, light crossbow, heavy crossbow, kama, quarterstaff, shuriken, sling.
Skill Points: (4 + Intelligence Modifier) x4 at 1st level; 4 + Intelligence Modifier at each additional level
Monk Special Abilities
Bonus Feats: The monk receives several bonus feats from the standard feat list, including Cleave, Improved Unarmed Strike, and Stunning Fist at 1st level, Deflect Arrows at 2nd level, and Knockdown and Improved Knockdown at 6th level.
Specialty Weapon: The monk retains his unarmed attack bonus when fighting with a kama.
Monk Armor Class Bonus: Monks add their Wisdom modifier and their Dexterity modifier to their Armor Class.
Flurry of Blows: The monk receives an extra attack per round when fighting unarmed or with a kama.
Gained: 1st level
Use: Post on main
Penalties: The monk suffers a -2 penalty to all attack rolls made as part of Flurry of Blows.
Evasion: Monks are able to escape potentially deadly situations.
Gained: 1st level
Use: Always, automatic
Bonuses: In situations where a successful Reflex saving throw would allow others to take half damage, the monk escapes unscathed.
Monk Speed: Monks gain the ability to move quickly.
Gained: 3rd level
Use: Always, automatic
Bonuses: Monks move faster than other classes and this ability increases with experience.
Still Mind: Monks gain a +2 competence bonus on saving throws vs. mind-affecting spells.
Gained: 3rd level
Use: Always, automatic
Purity of Body: Monks are immune to common diseases.
Gained: 5th level
Use: Always, automatic
Bonuses: Immune to disease
Wholeness of Body: The monk is capable of healing his wounds.
Gained: 7th level
Use: Post on main. Once per day.
Bonuses: Restores a number of Hit Points equal to twice the number of monk levels a character has.
Improved Evasion: The monk gains a superhuman ability to avoid danger.
Gained: 9th level
Use: Always, automatic
Bonuses: In situations where a successful Reflex saving throw would allow others to take half damage, the character escapes unscathed on a successful save and takes only half damage even if the saving throw fails.
Ki Strike: Then attacking creatures with the damage reduction ability, the character's unarmed attack is treated as a weapon with an enhancement bonus.
Gained: 10th level
Use: Always, automatic
Bonuses: Equivalent to a +1 enhancement bonus at 10th level, +2 bonus at 13th level, +3 bonus at 16th level
Diamond Body: Through meditation and control over his body, the disciplines monk becomes immune to all natural and most magical poisons.
Gained: 11th level
Use: Always, automatic
Bonuses: Immune to poison
Diamond Soul: Ki, the spiritual energy that powers the monk, develops into a force that is capable of repelling all but the most determined magic attacks
Gained: 12th level
Use: Always, automatic
Bonuses: Spell resistance equal to the number of levels the character has in the monk class +10
Quivering Palm: Harnessing his ki, the monk is able to deliver quick death with an unarmed strike,
Gained: 15th level
Use: Post on main. Once per day
Bonuses: If the attack succeeds and does damage, the target must make a Fortitude save (DC 10 + 1/2 monk's level + the monk's wisdom modifier). Failure results in the target's immediate death.
Empty Body: Mastering his ki can allow the monk to fade from sight.
Gained: 18th level
Use: Post on main. Twice per day
Bonuses: The monk gains a 50% concealment bonus.
Perfect Self: So complete is the monk's mastery over his body and spirit that he becomes a supernatural being, able to shrug off ordinary weapons and many spells.
Gained: 20th level
Use: Always, automatic
Bonuses: Immune to all mind-affecting spells; gains damage reduction 20/+1
Epic Monk
An epic monk's speed, power, grace, and force of will are unmatched by mortal beings. Her powers continue to multiply as she steps away from the mortal shell and accepts an inner tranquility that lesser characters cannot even dream of.
Hit Die: d8
Skill Points at Each Additional Level: 4 + Intelligence Modifier
Epic Monk Bonus Feats: Armor Skin, Damage Reduction, Energy Resistance, Epic Toughness, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Self-Concealment
Bonus Feats: The epic monk gains a bonus feat from the list above every five levels after 20th
Special: Every 3 levels after 20th, the monk's movement speed will increase by an additional 10%