For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

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 non chaotic

Hitpoints: 10 hit points a level

Note: Monk and Barbarian are not viable for variant multyclass combination.

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.

Level Base Attack Bonus (BAB) Maximum Hits Fort Save Ref Save Will Save Special Unarmed Dmg AC Bonus Fast Movement
1st +1 1 +2 +2 +0 Bonus Feat, Flurry of Blows (Bonus Attack), Stunning Fist, Unarmed Strike 1d6 +0 +0ft
2nd +2 1 +3 +3 +0 Bonus Feat, Evasion 1d6 +0 +0ft
3rd +3 1 +3 +3 +1 Fast Movement, Ki Pool, Ki Strike (Magic) 1d6 +0 +10ft
4th +4 1 +4 +4 +1 Ki Power, Still Mind 1d8 +1 +10ft
5th +5 1 +4 +4 +1 Purity of Body 1d8 +1 +10ft
6th +6 2 +5 +5 +2 Bonus Feat Ki Power 1d8 +1 +20ft
7th +7 2 +5 +5 +2 Ki Strike (Cold Iron ) 1d8 +1 +20ft
8th +8 2 +6 +6 +2 Ki Power 1d10 +2 +20ft
9th +9 2 +6 +6 +3 Improved Evasion 1d10 +2 +30ft
10th +10 2 +7 +7 +3 Bonus Feat,Ki Power 1d10 +2 +30ft
11th +11 3 +7 +7 +3 Flurry of Blows (Bonus Attack) 1d10 +2 +30ft
12th +12 3 +8 +8 4 Ki Power 2d6 +3 +40ft
13th +13 3 +8 +8 +4 Tongue of the Sun and moon 2d6 +3 +40ft
14th +14 3 +9 +9 +4 Bonus Feat, Ki Power 2d6 +3 +40ft
15th +15 3 +9 +9 +5 2d6 +3 +50ft
16th +16 4 +10 +10 +5 Ki Power,Ki Strike (Adamantine) 2d8 +4 +50ft
17th +17 4 +10 +10 +5 Timeless Body 2d8 +4 +50ft
18th +18 4 +11 +11 +6 Ki Power Bonus Feat 2d8 +4 +60ft
19th +19 4 +11 +11 +6 Flawless Mind 2d8 +4 +60ft
20th +20 4 +12 +12 +6 Ki Power Perfect Self 2d10 +5 +60ft

Weapon and Armor Proficiency

Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, temple Sword and spear. 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 his CMD. 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.

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.

Note: incase you missed it at the top a monk cannot flurry when wearing any kind of armor or using a shield

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A Martial Artist may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

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.

A monk also deals more damage with his unarmed strikes than a normal person would shown on the class feature table.

Bonus Feat

At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple , Scorpion Style and Throw Anything.

At 6th level, the following feats are added to the list:

Gorgon's Fist. Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility

At 10th level, the following feats are added to the list:

Improved Critical, Medusa's Wrath, Snatch Arrows, Spring Attack

A monk need not have any of the prerequisites normally required for these feats to select them.

Stunning Fist (Ex)

At 1st level, the Monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than martial artist.

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, he 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 blind or deafen the target for 1d6+1 Rounds.

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 sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex)

At 2nd level or higher, a Monk can avoid damage from many area-effect attacks. If a Monk makes a successful 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: 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. As long as he has at least 1 point in his ki pool, he can make a ki strike.

At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

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 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.

List of Ki powers can be found Here

Still Mind (Ex)

At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

Purity of Body (Ex)

At 5th 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 a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Tongue of the sun and moon (Ex)

At 13th level, a monk can understand and be understood by any living Humanoid this does not grant a monk the ability to read or speak new languages.

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 as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects.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.

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