Dotted across the landscape are monasteries-small, walled cloisters inhabited by monks. These monks pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. Monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks are able to travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. By contrast, monasteries headed by evil masters rule the surrounding lands through fear, virtually as an evil warlord's castle might. Evil monks make ideal spies, infiltrators, and assassins.

The individual monk, however, is unlikely to care passionately about championing commoners or amassing wealth. She cares for the perfection of her art and, thereby, her personal perfection. Her goal is to achieve a state that is, frankly, beyond the mortal realm.

Adventures: Monks approach adventures as if they were personal tests. While not prone to showing off, monks are willing to try their skills against whatever obstacles confront them. Monks are not greedy for material wealth, but they eagerly seek that which can help them perfect their art.

Characteristics: The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword.

Though monks don't cast spells, they have a magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness of attacks. She can dodge an attack even if she is not consciously aware of it.

As the monk gains experience and power, her mundane and ki-oriented abilities grow, giving her more and more power over herself and, sometimes, over others.

Alignment: A monk's training requires strict discipline. Only those who are lawful at heart are capable of undertaking it.

Religion: A monk's training is her spiritual path. She is inner-directed, capable of a private, mystic connection to the spiritual world. She needs neither clerics nor gods. Certain lawful gods, however, may appeal to monks, and monks may meditate on the gods' likenesses and attempt to emulate their deeds. The three most likely candidates for a monk's devotion are Heironeous, god of valor; St. Cuthbert, god of retribution; and Hextor, god of tyranny.

Background: A monk typically trains in a monastery. Most monks were children when they joined the monastery, sent to live with the monks when their parents died, when there wasn't enough food in the family to keep them, or in return for some kindness that the monastery had performed for the family. Life in the monastery is so focused that by the time a monk sets off on her own, she feels little connection to her former family or village.

In larger cities, master monks have set up monk schools to teach their arts to those who are interested and worthy. The monks of these academies often see their rural cousins from the monasteries as backward.

A monk may feel a deep connection to her monastery or school, to the monk who taught her, to the lineage into which she was trained, or to all of these. Some monks, however, have no sense of connection other than to their own paths of personal development.

Monks recognize each other as a select group set apart from the rest of the populace. They may feel kinship, but they also love to compete with each other to see whose ki is strongest.

Races: Monasteries are mostly found among humans, who have incorporated them into their ever-evolving culture. Thus, many monks are humans (or half-orcs and half-elves who live among humans). Elves are capable of single-minded, long-term devotion to an interest, art, or discipline, and some of them leave the forests to become monks. The monk tradition is alien to dwarven and gnome culture, and halflings are typically too mobile to commit themselves to a monastery, so dwarves, gnomes, and halflings are very rarely monks.

The savage humanoids do not have the stable social structure that allows monk training, but the occasional orphaned or abandoned child from some humanoid tribe winds up in civilized monasteries or adopted by a wandering master. The evil subterranean elves known as the drow have a small but successful monk tradition.

Other Classes: Monks are sometimes distant from others because they have little in common with the motivations and skills of members of other classes. Monks recognize, however, that they work well with the support of others, and they prove themselves reliable companions.

GAME RULE INFORMATION

Monks have the following game statistics.

Abilities: Wisdom powers the monk's special offensive and defensive capabilities. Dexterity provides the unarmored monk with a better defense and with bonuses to some class skills. Strength helps a monk's unarmed combat ability.

Class Skills

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling.

A monk using a kama, nunchaku, or siangham can strike with her unarmed base attack, including her more favorable number of attacks per round (see below). Her damage, however, is standard for the weapon (1d6, crit x2), not her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack.

Monks are not proficient with armor or shields, but they are highly trained at dodging blows, and they develop a "sixth sense" that lets them avoid even unanticipated attacks. A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels (+1 for every 5 levels.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.)

A monk's special skills all require freedom of movement. When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes. In addition, wearing armor heavier than leather imposes check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor or equipment carried.

Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. They deal more damage than normal. A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.

A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. Making an off-hand attack makes no sense for a monk striking unarmed.

A monk fighting with a one-handed weapon can make an unarmed strike as an off-hand attack, but she suffers the standard penalties for two-weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two-weapon fighting and can't strike with a flurry of blows.

Flurry of Blows: The monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. For example, at 6th level, Ember gets two unarmed attacks at +7 and +4. If she executes a flurry of blows, she gets three attacks at +5, +5, and +2. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, she makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.

Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling.

Stunning Attack: A monk has the ability to stun a creature damaged by her unarmed attacks. The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), in addition to receiving normal damage. If the saving throw fails, the opponent is stunned for 1 round. A stunned character can't act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the monk's stunning attack. The stunning attack is a supernatural ability.

Evasion: A monk can avoid even magical and unusual attacks with great agility. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability.

Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.

Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk.

From 9th level on, the monk's running ability is actually a supernatural ability.

Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school, since her meditation and training enable her to better resist mind-affecting attacks.

Slow Fall: At 4th level, a monk within arm's reach of a wall can use the wall to slow her descent. The monk takes damage as if the fall were 20 feet shorter than it actually is. Her ability to slow her fall (that is, to reduce the effective height of the fall when next to a wall) improves with her level until, at 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body: At 5th level, a monk gains control over her body's immune system. She gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.

Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat, normally a prerequisite, before this.

Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability.

Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height.

Improved Evasion: At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she only takes half damage on a failed save.

Ki Strike: At 10th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike improves as the monk gains experience, allowing her unarmed strike at 13th level to deal damage against creatures with damage reduction as if it were made with a weapon with a +2 enhancement bonus, and at 16th level to deal damage against creatures with damage reduction as if it were made with a weapon with a +3 enhancement bonus. Ki strike is a supernatural ability.

Diamond Body: At 11th level, a monk is in such control of her own metabolism that she gains immunity to poison of all kinds. Diamond body is a supernatural ability.

Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell-like ability, and the monk's effective casting level is one-half her actual level (rounded down).

Diamond Soul: At 13th level, a monk gains spell resistance. Her spell resistance equals her level + 10. In order to affect the monk with a spell, a spellcaster must roll the monk's spell resistance or higher on 1d20 + the spellcaster's level.

Quivering Palm: Starting at 15th level, a monk can use the quivering palm. This terrifying attack allows the monk to set up vibrations within the body of another creature that can then be fatal if the monk so desires.

The monk can use the quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time). Quivering palm is a supernatural ability.

Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered remain in place.) Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature.

Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability.

Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 20/+1. This means that the monk ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy (fire, cold, etc.). As an outsider, a 20th-level monk is subject to spells that repel enchanted creatures, such as protection from law.

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities. Like a member of any other class, a monk may be a multiclass character, but monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

 

Attack

Fort

Ref

Will

 

Level

Bonus

Save

Save

Save

Special

1

0

+2

+2

+2

Unarmed Strike, stunning attack, evasion

2

+1

+3

+3

+3

Deflect Arrows feat

3

+2

+3

+3

+3

Still mind

4

+3

+4

+4

+4

Slow fall (20 ft.)

5

+3

+4

+4

+4

Purity of body

6

+4

+5

+5

+5

Slow fall (30 ft.), Improved Trip feat

7

+5

+5

+5

+5

Wholeness of body, Leap of the clouds

8

+6/+1

+6

+6

+6

Slow fall (50 ft.)

9

+6/+1

+6

+6

+6

Improved evasion

10

+7/+2

+7

+7

+7

Ki strike (+1)

11

+8/+3

+7

+7

+7

Diamond body

12

+9/+4

+8

+8

+8

Abundant step

13

+9/+4

+8

+8

+8

Diamond soul, ki strike (+2)

14

+10/+5

+9

+9

+9

 

15

+11/+6/+1

+9

+9

+9

Quivering palm

16

+12/+7/+2

+10

+10

+10

Ki strike (+3)

17

+12/+7/+2

+10

+10

+10

Timeless body, tongue of the sun and moon

18

+13/+8/+3

+11

+11

+11

Slow fall (any distance)

19

+14/+9/+4

+11

+11

+11

Empty body

20

+15/+10/+5

+12

+12

+12

Perfect self

 

Unarmed

Unarmed

AC

Unarmored

Level

Attack Bonus

Damage

Bonus*

Speed

1

+0

1d6

+0

30 ft.

2

+1

1d6

+0

30 ft.

3

+2

1d6

+0

40 ft.

4

+3

1d8

+0

40 ft.

5

+3

1d8

+1

40 ft.

6

+4/+1

1d8

+1

50 ft.

7

+5/+2

1d8

+1

50 ft.

8

+6/+3

1d10

+1

50 ft.

9

+6/+3

1d10

+1

60 ft.

10

+7/+4/+1

1d10

+2

60 ft.

11

+8/+5/+2

1d10

+2

60 ft.

12

+9/+6/+3

1d12

+2

70 ft.

13

+9/+6/+3

1d12

+2

70 ft.

14

+10/+7/+4/+1

1d12

+2

70 ft.

15

+11/+8/+5/+2

1d12

+3

80 ft.

16

+12/+9/+6/+3

1d20

+3

80 ft.

17

+12/+9/+6/+3

1d20

+3

80 ft.

18

+13/+10/+7/+4/+1

1d20

+3

90 ft.

19

+14/+11/+8/+5/+2

1d20

+3

90 ft.

20

+15/+12/+9/+6/+3

1d20

+4

90 ft.