Monk

Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oaths. Monks wearing armor lose their wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

Monks who travel the planes do so for a variety of reasons, ranging from seeking to restore an ancient artifact to their temble to a much more general quest for enlightenment. The magnificent diversity of the planes lead many monks to adventure, and few return to quiet monastic study without having spent at least some time exploring. Living out a classic paradox, most find both more and less than they anticipate.

Alignment Restriction: Any Lawful
Hit Die: d8
Proficiencies: Armor (Robes), Weapons (Monk)
Skill Points: 4 + INT
Class Skills: Concentration, Craft (all), Decipher Script, Discipline, Escape Artist, Forgery, Knowledge (Arcana, Engineering, Geography, Planes, Psionic, Religion), Heal, Hide, Listen, Lore, Move Silently, Parry, Perform, Persuade, Profession (all), Sense Motive, Tumble

Lvl BAB Fort Ref Will Special Flurry of Blows Unarmed Damage AC Bonus Speed Bonus
1st +0 +2 +2 +2 Cleave, Monk AC Bonus, Stunning Fist, Evasion, Flurry of Blows, Improved Unarmed Strike -2/-2 1d6 - -
2nd +1 +3 +2 +3 Deflect Arrows -1/-1 1d6 - -
3rd +2 +3 +3 +3 Monk Speed, Still Mind +0/+0 1d6 - +10%
4th +3 +4 +4 +4 +1/+1 1d8 - +10%
5th +3 +4 +4 +4 Purity of Body +1/+1 1d8 +1 +10%
6th +4 +5 +5 +5 Knockdown, Improved Knockdown +2/-1/+2 1d8 +1 +20%
7th +5 +5 +5 +5 Wholeness of Body +3/+0/+3 1d8 +1 +20%
8th +6/+1 +6 +6 +6 +4/+1/+4 1d10 +1 +20%
9th +6/+1 +6 +6 +6 Improved Evasion +4/+1/+4 1d10 +1 +30%
10th +7/+2 +7 +7 +7 Ki Strike +1 +5/+2/-1/+5 1d10 +2 +30%
11th +8/+3 +7 +7 +7 Diamond Body +6/+3/+0/+6 1d10 +2 +30%
12th +9/+4 +8 +8 +8 Diamond Soul +7/+4/+1/+7 1d12 +2 +40%
13th +9/+4 +8 +8 +8 Ki Strike +2 +7/+4/+1/+7 1d12 +2 +40%
14th +10/+5 +9 +9 +9 +8/+5/+2/-1/+8 1d12 +2 +40%
15th +11/+6/+1 +9 +9 +9 Quivering Palm +9/+6/+3/+0/+9 1d12 +3 +50%
16th +12/+7/+2 +10 +10 +10 Ki Strike +3 +10/+7/+4/+1/+10 1d20 +3 +50%
17th +12/+7/+2 +10 +10 +10 +10/+7/+4/+1/+10 1d20 +3 +50%
18th +13/+8/+3 +11 +11 +11 Empty Body +11/+8/+5/+2/-1/+11 1d20 +3 +60%
19th +14/+9/+4 +11 +11 +11 +12/+9/+6/+3/+0/+12 1d20 +3 +60%
20th +15/+10/+5 +12 +12 +12 Perfect Self +13/+10/+7/+4/+1/+13 1d20 +4 +60%


The Unarmed Damage value shown is for medium-sized monks. Small monks (e.g. halflings, gnomes, dwarves) are one die type behind, with 1d4 instead of 1d6 and 2d6 instead of 1d20 (replacing 1d12, the only exception).