The Monk
With the fall of Magus, the Rune Monks of Tria were nearly destroyed, and only the one known as Gaius remained. Taking on the title of Grand Khan, he worked to slowly spread his shattered art to worthy disciples. The appearance of a new Tria bolstered his goal, and soon, a new method of passing on the sacred Tiger script emerged. By devoting themselves to Tria and Her teachings, and training their bodies daily, ever seeking perfection in the physical form, disciples of Tria are gifted with small portions of Tiger script which they tattoo on their own skin. Colloquially known as monks, the disciples of Tria are slowly emerging on both continents as a force to be reckoned with.
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.
Table: The Monk
Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Base Attack Bonus Unarmed Damage AC Bonus Fast Movement
1st +0 +2 +2 +2 Bonus feat, flurry of blows, unarmed strike -1/-1 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus feat, evasion +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Still mind +1/+1 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki strike (magic), slow fall 20 ft. +2/+2 1d8 +0 +10 ft.
5th +3 +4 +4 +4 Purity of body +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Bonus feat, slow fall 30 ft. +4/+4/-1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Wholeness of body +5/+5/+0 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Slow fall 40 ft. +6/+6/+1/+1 1d10 +1 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion +7/+7/+2/+2 1d10 +1 +30 ft.
10th +7/+2 +7 +7 +7 Ki strike (lawful), slow fall 50 ft. +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond body +9/+9/+4/+4/-1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Abundant step, slow fall 60 ft. +10/+10/+5/+5/+0 2d6 +2 +40 ft.
13th +9/+4 +8 +8 +8 Diamond soul +11/+11/+6/+6/+1 2d6 +2 +40 ft.
14th +10/+5 +9 +9 +9 Slow fall 70 ft. +12/+12/+7/+7/+2 2d6 +2 +40 ft.
15th +11/+6/+1 +9 +9 +9 Quivering palm +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki strike (adamantine), slow fall 80 ft. +14/+14/+9/+9/+4/+4/-1 2d8 +3 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and moon +15/+15/+10/+10/+5/+5/+0 2d8 +3 +50 ft.
18th +13/+8/+3 +11 +11 +11 Slow fall 90 ft. +16/+16/+11/+11/+6/+6/+1 2d8 +3 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty body +17/+17/+12/+12/+7/+7/+2 2d8 +3 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect self, slow fall any distance +18/+18/+13/+13/+8/+8/+3 2d10 +4 +60 ft.

Class Skills

The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency

Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, 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 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. 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. 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)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as if the monk were using the Two-Weapon Fighting feat. For the purposes of these attacks, the monks base attack bonus from his monk class levels is equal to his monk level. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. For all other purposes, such as qualifying for a feat or prestige class, the monk uses his normal base attack bonus. 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). He 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 his Strength bonus to his damage rolls for all successful attacks, whether he 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 he has enough attacks in his flurry of blows routine to do so.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

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 his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk 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 she 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 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 his unarmed strikes than a normal person would, as shown on Table: The Monk.

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 his 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. his 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, his unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, his 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 his 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 his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his 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 his own wounds. He can heal a number of hit points of damage equal to twice his 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. 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.

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. His caster level for this effect is one-half his monk level (rounded down).

Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to his 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. He can use this quivering palm attack once a week, and he must announce his intent before making his 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 his 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 + ½ the monk’s level + the monk’s Wis 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 his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when his 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. He 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 his monk level.

Perfect Self

At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows his 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 he were a member of his 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 receives the disfavor of Tria and may never again raise his monk level, though he retains all his monk abilities. A monk who receives the disfavor of Tria for any other reason cannot gain new levels as a monk until the disfavor is removed. He retains all monk abilities.