The Monk - 1.8

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Monk

General
Hit Dice: d8
Base Attack Bonus: Good
Saves: Good Fortitude, Reflex and Will
Weapons: Seven simple or martial weapons of the monk’s choice
Armour: None
Class Skills: Balance, Climb, Escape Artist, Heal, Hide, Jump, Knowledge (Religion), Listen, Move
Silently, Sense Motive, Spot, Swim, Tumble
Skill points per level: 4 + Intelligence Modifier

Level BAB Fort Ref Will Features Damage


1 +0 +2 +2 +2 Unarmored Defense, Unarmed Strike 1d6
2 +1 +3 +3 +3 Evasion, Bonus Feat 1d6
3 +2 +3 +3 +3 Nimble Movement 1d6
4 +3 +4 +4 +4 Universal Finesse 1d6
5 +3 +4 +4 +4 Unarmed Strike Adept, Bonus Feat 1d8
6 +4 +5 +5 +5 - 1d8
7 +5 +5 +5 +5 Improved Evasion 1d8
8 +6 +6 +6 +6 Bonus Feat 1d8
9 +6 +6 +6 +6 - 2d6
10 +7 +7 +7 +7 Wholeness of Body, Unarmed Style Master 2d6
11 +8 +7 +7 +7 Bonus Feat 2d6
12 +9 +8 +8 +8 - 2d6
13 +9 +8 +8 +8 Diamond Body & Soul 3d6
14 +10 +9 +9 +9 Bonus Feat 3d6
15 +11 +9 +9 +9 Secret Technique 3d6
16 +12 +10 +10 +10 - 3d6
17 +12 +10 +10 +10 Still Mind, Bonus Feat 4d6
18 +13 +11 +11 +11 - 4d6
19 +14 +11 +11 +11 Perfect Movement, Timeless Body 4d6
20 +15 +12 +12 +12 Enlightenment, Bonus Feat 4d6

The Monk

Class Features
Unarmored Defense (Ex): While unarmored and These bonuses to AC apply even against touch
unencumbered, the monk gains a bonus to AC attacks or when the monk is flat-footed.
equal to his Wisdom modifier plus one third of The monk loses these bonuses when he is
his monk level. immobilized or helpless, when he wears any
armor, when he carries a shield, or when he Unarmed Strike Adept (Ex): Starting at 5th level,
carries a medium or heavy load. the monk no longer suffers the attack roll
Unarmed Strike (Ex): At 1st level, a monk gains penalties associated with the Flurry of Blows and
Improved Unarmed Strike as a bonus feat. Hammer Fist feats.

In addition, a monk also deals more damage with Improved Evasion (Ex): Starting at 7th level, the
his unarmed strikes than a normal person would. monk’s ability to evade magical and unusual
At 5th level and every four levels thereafter, the attacks improves so that he only takes half
monk's unarmed damage improves as shown in damage on a failed Reflex save.
the damage column in the table above.
This ability has the same restrictions as evasion.
Finally, at 1st level, the monk selects an unarmed
Wholeness of Body (Su): Starting at 10th level, a
fighting style. He gains either Flurry of Blows or
Hammer Fist as a bonus feat. monk gains the ability to heal his own wounds.

Evasion (Ex): Starting at 2nd level, if a monk At the start of the monk’s turn as a free action, he
makes a successful Reflex saving throw against an may regain hit points equal to their Wisdom
attack that normally deals half damage on a modifier. The monk can use this ability once per
successful save, he instead takes no damage. day per monk level.

Evasion can be used only if the monk is wearing Unarmed Strike Master (Ex): Starting at 10th
light armor or no armor. level, the monk can make a third additional attack
when using Flurry of Blows and adds three times
If the monk is unconscious or restrained he does
his Strength modifier to his unarmed damage
not gain the benefit of this ability.
when using Hammer Fist.
Bonus Feats: At 2nd level, and every 3 levels
Improved Nimble Movement (Ex): At 11th level,
thereafter, the monk gains a bonus feat.
a monk's movement abilities further improve.
The feats a monk can select as bonus feats are all
The enhancement bonus to last speed
martial arts and pressure point feats.
improves to 20 feet.
Nimble Movement (Ex): Starting at 3rd level, a
The monk can slow his fall so that he reduces
monk gains a variety of movement abilities as
the fall distance by a total of 60 feet.
described below.
Finally, the monk's movement no longer
Fast Movement: The monk gains a 10 feet
provokes opportunity attacks.
enhancement bonus to their land speed.
Diamond Body (Su): Starting at 13th level, a
Water Walk: The monk gains the ability to
monk becomes immune to diseases and poisons
tread on unlikely surfaces such as water for up
of all kinds, including such effects that are
to 10 feet.
magical in nature.
Balanced Foot: The monk can move at full
Diamond Soul (Su): Starting at 13th level, a monk
speed while balancing and ignores difficult
gains spell resistance equal to his current monk
terrain.
level + 10. In order to affect the monk with a spell,
Slow Fall: The monk gains the ability to slow the spellcaster must succeed caster level check
his fall in order to take reduced damage, if he (1d20 + caster level) against the monk’s spell
is within an arm's reach of a wall or other resistance.
surface he can treat any fall as if it were 20 feet
Secret Technique (Su): At 15th level, a monk
shorter.
learns a secret martial technique from the list
Universal Finesse (Ex): Starting at 4th level, the below. Unless otherwise specified a monk can use
monk may add his Dexterity modifier instead of this secret technique a number of times per day
his Strength modifier to any attack roll or damage equal to his Wisdom modifier (minimum once).
roll he makes with an unarmed strike or a weapon
Abundant Step: The monk may teleport as per
he is proficient with.
the Dimension Door spell. A monk may not
take other creatures with him when he uses Serenity: As a free action that can be taken out
this ability. of turn, the monk becomes immune to all
Inner Sanctuary: The monk is permanently damage until the end of the current turn.
affected by Protection from Evil or Protection Perfect Movement (Ex): At 19th level, a monk has
from Chaos as the spells. perfected his movement abilities.
Quivering Palm: The monk may make a deadly The enhancement bonus to last speed
melee attack. The monk must decide whether improves to 40 feet.
to use this ability before making the attack The monk can slow his fall indefinitely, as
roll. long as it lasts less than one minute.
If the attack hits, the target must succeed on a Finally, the monk can now take a move action
Fortitude save against DC 10 + 1/2 monk level before or after making a full attack. If the
+ Wisdom modifier or die instantly. monk has the Spring Attack feat he can move
Seven-Sided Strike: As a standard action, the both before and after the full attack, provided
monk can make seven unarmed attacks, split that the total distance moved is not greater
as they desire between enemies within reach. than the monk's speed.
Ring the Golden Bell: The monk may make a Enlightenment (Ex): At 20th level, a monk always
ranged unarmed strike with a range increment acts as if affected by a Foresight spell. This is an
of 5 feet per point of Wisdom modifier. extraordinary effect and cannot be dispelled.

Alternate Class Features


Unseen Strike
Lose: Bonus feats
Gain: Sneak Attack as the rogue class feature, except your sneak attack deals 1d6 points of damage at 3rd
level and increases by 1d6 at level 8 and level 17

Scholar
Special: You must select this alternate class feature at level 1
Lose: Bonus feat at 2nd level
Gain: All Knowledge skills as class skills. Two additional skill points per level.

Healer
Lose: Bonus feats
Gain: Lay on Hands, as a paladin of your monk level

Stone Skin
Lose: All Nimble Movement abilities
Gain: DR/adamantine equal to half your monk level

Iron Skin
Requires: Stone Skin
Lose: Evasion, Improved Evasion
Gain: DR/adamantine instead becomes Hardness

Perfect Fist
Lose: Enlightenment
Gain: +5 perfection bonus to your unarmed attack rolls

Additional Secret Technique


Lose: Enlightenment
Gain: Extra secret technique at level 20

Steadfast
Lose: Evasion, Improved Evasion
Gain: Mettle of Champions as the paladin class feature at level 7

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