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For the truly exemplary, martial skill transcends the battlefieldit 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 lawful
Hit Die: d8
Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
The monk's class skills (and the key ability for each skill) are Balance (Dexterity), Climb (Strength), Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Escape Artist (Dexterity), Hide (Dexterity), Jump (Strength), Knowledge (arcana) (Intelligence), Knowledge (religion) (Intelligence), Listen (Wisdom), Move Silently (Dexterity), Perform (Charisma), Profession (Wisdom), Sense Motive (Wisdom), Spot (Wisdom), Swim (Strength), and Tumble (Dexterity).
Skill Points at 1st Level (4 + Intelligence modifier) x?4.
Skill Points at Each Additional Level 4 + Intelligence modifier.
The Monk | |||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage1 | AC Bonus | Unarmored Speed Bonus |
1st | +0 | +2 | +2 | +2 | Bonus feat, flurry of blows, unarmed strike | -2/-2 | 1d6 | +0 | +0 ft. |
2nd | +1 | +3 | +3 | +3 | Bonus feat, evasion | -1/-1 | 1d6 | +0 | +0 ft. |
3rd | +2 | +3 | +3 | +3 | Still mind | +0/+0 | 1d6 | +0 | +10 ft. |
4th | +3 | +4 | +4 | +4 | Ki strike (magic), slow fall 20 ft. | +1/+1 | 1d8 | +0 | +10 ft. |
5th | +3 | +4 | +4 | +4 . | Purity of body | +2/+2 | 1d8 | +1 | +10 ft |
6th | +4 | +5 | +5 | +5 | Bonus feat, slow fall 30 ft. | +3/+3 | 1d8 | +1 | +20 ft. |
7th | +5 | +5 | +5 | +5 | Wholeness of body | +4/+4 | 1d8 | +1 | +20 ft. |
8th | +6/+1 | +6 | +6 | +6 | Slow fall 40 ft. | +5/+5/+0 | 1d10 | +1 | +20 ft. |
9th | +6/+1 | +6 | +6 | +6 | Improved evasion | +6/+6/+1 | 1d10 | +1 | +30 ft. |
10th | +7/+2 | +7 | +7 | +7 | Ki strike (lawful), slow fall 50 ft. | +7/+7/+2 | 1d10 | +2 | +30 ft. |
11th | +8/+3 | +7 | +7 | +7 | Diamond body, greater flurry | +8/+8/+8/+3 | 1d10 | +2 | +30 ft. |
12th | +9/+4 | +8 | +8 | +8 | Abundant step, slow fall 60 ft. | +9/+9/+9/+4 | 2d6 | +2 | +40 ft. |
13th | +9/+4 | +8 | +8 | +8 | Diamond soul | +9/+9/+9/+4 | 2d6 | +2 | +40 ft. |
14th | +10/+5 | +9 | +9 | +9 | Slow fall 70 ft. | +10/+10/+10/+5 | 2d6 | +2 | +40 ft. |
15th | +11/+6/+1 | +9 | +9 | +9 | Quivering palm | +11/+11/+11/+6/+1 | 2d6 | +3 | +50 ft. |
16th | +12/+7/+2 | +10 | +10 | +10 | Ki strike (adamantine), slow fall 80 ft. | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft. |
17th | +12/+7/+2 | +10 | +10 | +10 | Timeless body, tongue of the sun and moon | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft. |
18th | +13/+8/+3 | +11 | +11 | +11 | Slow fall 90 ft. | +13/+13/+13/+8/+3 | 2d8 | +3 | +60 ft. |
19th | +14/+9/+4 | +11 | +11 | +11 | Empty body | +14/+14/+14/+9/+4 | 2d8 | +3 | +60 ft. |
20th | +15/+10/+5 | +12 | +12 | +12 | Perfect self, slow fall any distance | +15/+15/+15/+10/+5 | 2d10 | +4 | +60 ft. |
1 The value shown is for Medium monks. See Table: Small or Large Monk Unarmed Damage for Small or Large monks.
All
of the following are class features of the monk.
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Monks
are proficient with club, crossbow (light or heavy), Dagger, handaxe, javelin,
kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
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
her AC bonus, as well as her fast movement and flurry of blows abilities.
AC
Bonus (Ex) When
unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases
by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at
20th level).
These bonuses to AC apply even against touch attacks or when
the monk is flat-footed. She loses these bonuses when she is immobilized or helpless,
when she wears any armor, when she carries a shield, or when she carries a medium
or heavy load.
Flurry
of Blows (Ex) When
unarmored, a 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
bonus, but this attack takes a -2 penalty, as does each other attack made that
round. The resulting modified base attack bonuses are shown in the Flurry of Blows
Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it
also affects attacks of opportunity the monk might make before her next action.
When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it
disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with
special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham).
She may attack with unarmed strikes and special monk weapons interchangeably as
desired. When using weapons as part of a flurry of blows, a monk applies her Strength
bonus (not Strength bonus x ?1-1/2 or x?1/2) to her damage rolls for all successful
attacks, whether she wields a weapon in one or both hands. The monk can't use
any weapon other than a special monk weapon as part of a flurry of blows.
In the case
of the quarterstaff, each end counts as a separate weapon for the purpose of using
the flurry of blows ability. Even though the quarterstaff requires two hands to
use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming
that she has enough attacks in her flurry of blows routine to do so.
When
a monk reaches 11th level, her flurry of blows ability improves. In addition to
the standard single extra attack she gets from flurry of blows, she gets a second
extra attack at her full base attack bonus.
Unarmed
Strike At 1st level,
a monk gains Improved Unarmed
Strike as a bonus feat. A monk's attacks may be
with either fist interchangeably or even from elbows, knees, and feet. This means
that a monk may even make unarmed strikes with her hands full. There is no such
thing as an off-hand attack for a monk striking unarmed. A monk may thus apply
her full Strength bonus on damage rolls for all her unarmed strikes.
Usually
a monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal
damage instead with no penalty on her attack roll. She has the same choice to
deal lethal or nonlethal damage while grappling.
A
monk's unarmed strike is treated both as 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 her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Small or Large Monk Unarmed Damage | ||
Level | Damage (Small Monk) | Damage(Large Monk) |
1st-3rd | 1d4 | 1d8 |
4th-7th | 1d6 | 2d6 |
8th-11th | 1d8 | 2d8 |
12th-15th | 1d10 | 3d6 |
16th-19th | 2d6 | 3d8 |
20th | 2d8 | 4d8 |
Bonus
Feat At 1st level,
a monk may select either Improved
Grapple or Stunning Fist as a bonus feat. At
2nd level, she may select either Combat
Reflexes or Deflect
Arrows as a bonus
feat. At 6th level, she may select either Improved Disarm or Improved
Trip as
a bonus feat. A monk need not have any of the prerequisites normally required
for these feats to select them.
Evasion
(Ex) At 2nd level
or higher if a monk makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, she 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 her speed, as shown on Table:
The Monk. A monk in armor or carrying a medium or heavy load loses this extra
speed.
Still
Mind (Ex) A
monk of 3rd level or higher gains a +2 bonus on saving throws against spells and
effects from the school of enchantment.
Ki
Strike (Su)
At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed
attacks are treated as magic weapons for the purpose of dealing damage to creatures
with damage reduction. Ki strike improves with the character's monk level. At
10th level, her unarmed attacks are also treated as lawful weapons for the purpose
of dealing damage to creatures with damage reduction. At 16th level, her unarmed
attacks are treated as adamantine weapons for the purpose of dealing damage to
creatures with damage reduction and bypassing hardness.
Slow
Fall (Ex) At
4th level or higher, a monk within arm's reach of a wall can use it to slow her
descent. When first using this ability, she takes damage as if the fall were 20
feet shorter than it actually is. The monk's ability to slow her fall (that is,
to reduce the effective distance of the fall when next to a wall) improves with
her monk level until at 20th level she can use a nearby wall to slow her descent
and fall any distance without harm.
Purity
of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and
magical diseases.
Wholeness
of Body (Su) At
7th level or higher, a monk can heal her own wounds. She can heal a number of
hit points of damage equal to twice her current monk level each day, and she can
spread this healing out among several uses.
Improved
Evasion (Ex)
At 9th level, a monk's evasion ability improves. She still takes no damage
on a successful Reflex saving throw against attacks, but henceforth she takes
only half damage on a failed save. A helpless monk does not gain the benefit of
improved evasion.
Diamond
Body (Su) At 11th
level, a monk gains immunity to poisons of all kinds.
Abundant
Step (Su) At 12th
level or higher, a monk can slip magically between spaces, as if using the spell
dimension
door, once per day. Her caster level for this effect is one-half her
monk level (rounded down).
Diamond
Soul (Ex) At 13th
level, a monk gains Spell
Resistance equal to her current monk level + 10. In
order to affect the monk with a spell, a spellcaster must get a result on a caster
level check (1d20 + caster level) that equals or exceeds the monk's Spell
Resistance.
Quivering
Palm (Su) Starting
at 15th level, a monk can set up vibrations within the body of another creature
that can thereafter be fatal if the monk so desires. She can use this 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. Otherwise, if the monk strikes successfully
and the target takes damage from the blow, the quivering palm attack succeeds.
Thereafter the monk can try to slay the victim at any later time, as long as the
attempt is made within a number of days equal to her monk level. To make such
an attempt, the monk merely wills the target to die (a free action), and unless
the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the
monk's Wisdom modifier), it dies. If the saving throw is successful, the target is
no longer in danger from that particular quivering palm attack, but it may still
be affected by another one at a later time.
Timeless
Body (Ex)
Upon attaining
17th level, a monk no longer takes penalties to her ability scores for aging and
cannot be magically aged. Any such penalties that she has already taken, however,
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 (Ex) A monk of 17th level or higher can
speak with any living creature.
Empty
Body (Su) At 19th
level, a monk gains the ability to assume an ethereal state for 1 round per monk
level per day, as though using the spell etherealness. She may go ethereal on
a number of different occasions during any single day, as long as the total number
of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self At 20th level, a monk becomes a magical creature. She 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. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
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 multiclass
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.
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