Monk
Physical and mental perfection—that is the life goal of every monk. For these skilled warriors, martial prowess and mental clarity are one and the same. Capable of pummeling foes with both fist and weapon, monks are among the more versatile combatants on the battlefield. Monks are also able to harness a spiritual energy (sometimes called ki) that resides within, allowing them to perform amazing acts of acrobatics and mystical skill. All of this depends on incredible discipline and focus, and monks spend their entire lives perfecting these arts.
Role: Monks excel at overcoming even the most daunting perils, striking where it’s least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.
Alignment: Any lawful.
Hit Die: d10.
| The Monk | ||||||||
|---|---|---|---|---|---|---|---|---|
| Level | BAB | Fort | Ref | Will | Special | Unarmed Damage | AC Bonus | Fast Movement |
| 1st | +1 | +2 | +2 | +0 | Bonus feat, flurry of blows (bonus attack), stunning fist, unarmed strike | 1d6 | +0 | +0 ft. |
| 2nd | +2 | +3 | +3 | +0 | Bonus feat, evasion | 1d6 | +0 | +0 ft. |
| 3rd | +3 | +3 | +3 | +1 | Fast movement, ki pool | 1d6 | +0 | +10 ft. |
| 4th | +4 | +4 | +4 | +1 | Ki power, ki strike (magic) | 1d8 | +1 | +10 ft. |
| 5th | +5 | +4 | +4 | +1 | Still mind, style strike (1/round) | 1d8 | +1 | +10 ft. |
| 6th | +6/+1 | +5 | +5 | +2 | Bonus feat, ki power | 1d8 | +1 | +20 ft. |
| 7th | +7/+2 | +5 | +5 | +2 | Purity of body | 1d8 | +1 | +20 ft. |
| 8th | +8/+3 | +6 | +6 | +2 | Bonus feat, ki power | 1d10 | +2 | +20 ft. |
| 9th | +9/+4 | +6 | +6 | +3 | Improved evasion, style strike | 1d10 | +2 | +30 ft. |
| 10th | +10/+5 | +7 | +7 | +3 | Bonus feat, ki power | 1d10 | +2 | +30 ft. |
| 11th | +11/+6/+1 | +7 | +7 | +3 | Flurry of blows (bonus attack) | 1d10 | +2 | +30 ft. |
| 12th | +12/+7/+2 | +8 | +8 | +4 | Bonus feat, ki power | 2d6 | +3 | +40 ft. |
| 13th | +13/+8/+3 | +8 | +8 | +4 | Style strike | 2d6 | +3 | +40 ft. |
| 14th | +14/+9/+4 | +9 | +9 | +4 | Bonus feat, ki power | 2d6 | +3 | +40 ft. |
| 15th | +15/+10/+5 | +9 | +9 | +5 | Style strike (2/round) | 2d6 | +3 | +50 ft. |
| 16th | +16/+11/+6/+1 | +10 | +10 | +5 | Bonus feat, ki power | 2d8 | +4 | +50 ft. |
| 17th | +17/+12/+7/+2 | +10 | +10 | +5 | Style strike, timeless body | 2d8 | +4 | +50 ft. |
| 18th | +18/+13/+8/+3 | +11 | +11 | +6 | Bonus feat, ki power | 2d8 | +4 | +60 ft. |
| 19th | +19/+14/+9/+4 | +11 | +11 | +6 | Flawless mind | 2d8 | +4 | +60 ft. |
| 20th | +20/+15/+10/+5 | +12 | +12 | +6 | Ki power, perfect self | 2d10 | +5 | +60 ft. |
Class Skills
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Class Features
The following are the class features of the monk.
Weapon and Armor Proficiency
Monks are proficient with basic weapons, crossbows, spears, and unarmed attacks. (See Weapon groups for more information on weapon groups.)
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 and CMD (however, the actual amount of this bonus cannot be higher than the monk’s class level). In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 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.
Bonus Feat
At 1st level, 2nd level, 6th level, and every 2 levels thereafter (except 20th level), a monk can select a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Nimble Moves, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list: Blind-Fight, Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Improvised Weapon Mastery, and Sidestep Charge.
At 10th level, the following feats are added to the list: Improved Critical, Ki Force, Medusa’s Wrath, Perfect Strike, Punishing Kick, Snatch Arrows, Spring Attack, and Wind Stance.
Flurry of Blows (Ex)
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike (Ex)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: The Monk. (The damage listed is for Medium monks. The damage for monks of either size categories is adjusted using the normal rules for scaling weapon damage by size.)
Evasion (Ex)
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he 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)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Su)
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1⁄2 his monk level + his Wisdom modifier.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Ki Strike (Su)
At 4th level, as long as a monk at least 1 point in his ki pool, he can make a ki strike. A ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Ki Powers (Su)
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
See the Ki Powers page for a list of ki powers available in the Old World campaign setting.
Still Mind (Ex)
At 5th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
Style Strike (Ex)
At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen.
At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made.
At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.
The monk can choose from any of the following strikes.
Defensive Spin: The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.
Elbow Smash: The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a −5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
Knockback Kick: The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to the monk’s fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The monk must attack with a kick to use this style strike.
Leg Sweep: The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it treats the damage reduction or hardness of the target as being 10 points less (to a minimum of 0). The monk must attack with a fist to use this style strike.
Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
Purity of Body (Ex)
At 7th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Improved Evasion (Ex)
At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Flawless Mind
At 19th level, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.
Perfect Self
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.
Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Variants
The following variants of the monk class are available in the Old World campaign setting.
Psychic monk
| The Psychic Monk | ||
|---|---|---|
| Level | Power Points per Day | Powers Known |
| 1st | 1 | 1 |
| 2nd | 2 | 2 |
| 3rd | 4 | 3 |
| 4th | 6 | 4 |
| 5th | 8 | 5 |
| 6th | 12 | 6 |
| 7th | 16 | 7 |
| 8th | 20 | 8 |
| 9th | 24 | 9 |
| 10th | 28 | 10 |
| 11th | 36 | 11 |
| 12th | 44 | 12 |
| 13th | 52 | 13 |
| 14th | 60 | 14 |
| 15th | 68 | 15 |
| 16th | 80 | 16 |
| 17th | 92 | 17 |
| 18th | 104 | 18 |
| 19th | 116 | 19 |
| 20th | 126 | 20 |
Rather than cultivating their ki, some monks seek to develop the psionic powers that are said to be latent within all intelligent living beings.
Psionics
A psychic monk is a psionic character, and gains the basic abilities that all psionic characters possess. He has a reserve of power points, can take psionic and metapsionic feats, and has the ability to become psionically focused. He also learns psionic powers. The monk’s manifesting ability score is Wisdom.
This ability replaces ki pool, ki strike, and all ki powers.
Powers Points/Day
A psychic monk’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Monk. In addition, he receives bonus power points per day if he has a high Wisdom score (see Bonus power points). Certain feats may also increase the monk’s power point reserve.
Powers Known
A psychic monk begins play knowing one basic psionic power. Each time he achieves a new level, he unlocks the knowledge of a new power. A psychic monk can learn, and manifest, any basic power, or else any advanced power that has a base power point cost equal to or lower than his manifester level (which is equal to his monk level).
A psychic monk simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The total number of powers a psychic monk can manifest in a day is limited only by his daily power points.
The Difficulty Class for saving throws against psychic monk powers is 10 + 1⁄2 the power’s base power point cost (rounded up; minimum 1) + the psychic warrior’s Wisdom modifier.
Bonus Feats
A psychic monk adds the following feats to the list of feats from which he may choose when he gains a bonus feat: Intuitive Fighting, Opportunity Power, Psionic Body, Psionic Force.
Zen archer
Some monks seek to become one with another weapon entirely—the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow’s limbs, and the flight of an arrow fired true.
Weapon and Armor Proficiency
Zen archers are proficient with bows in addition to their normal weapon proficiencies.
Flurry of Blows (Ex)
A zen archer can make a flurry of blows only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.
A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.
Bonus Feats
A zen archer’s bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, and Precise Shot.
At 8th level, the following feats are added to the list: Deadly Aim, Focused Shot, Improved Precise Shot, and Shot on the Run.
At 12th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, and Snatch Arrows.
A monk need not have any of the prerequisites normally required for these feats to select them.
These feats replace the monk’s normal bonus feats.
Perfect Strike (Ex)
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.
Way of the Bow (Ex)
At 2nd level, a zen archer gains Weapon Focus with bows as a bonus feat.
At 6th level, a zen archer gains Weapon Specialization as a bonus feat, even if he does not meet the prerequisites. The benefits of this feat apply to bows only.
The monk’s fighter level for the purpose of applying the benefits of Weapon Focus and Weapon Specialization (but not for any other purpose) is equal to his monk level − 4 (minimum 0), which stacks with any actual fighter levels that he has.
This ability replaces the bonus feats gained at 2nd and 6th levels.
Point Blank Master (Ex)
At 5th level, a zen archer gains Point Blank Master (bows) as a bonus feat, even if he does not meet the prerequisites.
This ability replaces the style strike gained at 5th level.
Ki Arrows (Su)
At 7th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s shortbow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.
This ability replaces purity of body.
Reflexive Shot (Ex)
At 9th level, a zen archer can make attacks of opportunity with arrows from his bow. The monk still threatens squares he could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless he has Combat Reflexes).
This ability replaces the style strike gained at 9th level.
Intuitive Shot (Su)
At 13th level, a zen archer may hit targets without even needing to see them. By spending 2 points from his ki pool as a swift action, the zen archer can ignore the effects of total concealment (though he still needs to fire at the space where the target is located). This effect lasts for 1 round.
This ability replaces the style strike gained at 13th level.
Ki Focus Bow (Su)
At 17th level, as long as he has at least 1 point of ki in his ki pool, a zen archer may treat arrows fired from his bow as if they were ki focus weapons, allowing him to use his special ki attacks as if his arrows were unarmed attacks.
This ability replaces the style strike gained at 17th level.