Phosphate
2012-04-07, 05:08 AM
So, this is my take on the monk fix, since I wanted to do one in a while anyway. From the start, I will tell you a couple things I will and won't do.
- I will keep the monk MAD. He will, as usual, be able to dump Cha, Int and Con and only focus on the other 3, but I'm not going any further than that.
- I will give him a Ki pool, which will serve most purposes related to him.
- I won't increase his out of combat utility much.
- I will increase his in-combat utility, but not by a lot. The main difference will be the amount of damage he can deal.
- I will make some of his abilities less level dependent, or rather dependent on ki.
- I intend to make the monk better than tier 5, but I don't care whether I get in 3 or 4.
- I won't make him better at or do awesome things with exotic weapons, simply because I'm not that familiar with that area of the game.
- I will keep most of the original 3.5 monk's features.
Also, I will format it as it is in the SRD, so expect some features to be written above the table rather than beneath.
The Monk
http://www.blogcdn.com/www.joystiq.com/media/2009/08/d3monkymonk.jpg
Starting Age: as monk
Starting Gold: as monk
Alignment: Any
Hit Die: d8
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), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2| Ki Pool, Unarmed Strike, Combat Adept
2nd|+2|+3|+3|+3| Ki Reflex, Evasion, Still Mind, Wonder
3rd|+3|+3|+3|+3| Ki Speed, Technique, Mettle
4th|+4|+4|+4|+4| Ki Hardiness, Masterful Blow, Purity of Body
5th|+5|+4|+4|+4| Efficient Resting, Slow Fall, Wonder
6th|+6/+1|+5|+5|+5| Ki Weather Ward, Technique, Battle Wisdom
7th|+7/+2|+5|+5|+5| Ki Swiftness, Wholeness of Body
8th|+8/+3|+6|+6|+6| Improved Evasion, Wonder
9th|+9/+4|+6|+6|+6| Ki Deception, Technique, Improved Mettle
10th|+10/+5|+7|+7|+7| Greater Resting, Diamond Body, Precision Blow
11th|+11/+6/+1|+7|+7|+7| Ki Integrity, Abundant Step, Wonder
12th|+12/+7/+2|+8|+8|+8| Ki Magical Resistance, Overblow, Technique
13th|+13/+8/+3|+8|+8|+8| Ki Renewal, Quivering Palm
14th|+14/+9/+4|+9|+9|+9| Ki Diffraction, Tongues, Wonder
15th|+15/+10/+5|+9|+9|+9| Ki Greater Swiftness, Timeless Body, Technique
16th|+16/+11/+6/+1|+10|+10|+10| Ki Reach, Mind Blank
17th|+17/+12/+7/+2|+10|+10|+10| Diamond Skin, Wonder
18th|+18/+13/+8/+3|+11|+11|+11| Ki Grounding, Greater Precision Blow, Technique
19th|+19/+14/+9/+4|+11|+11|+11| Ki Sublime Swiftness, Unfocused Frenzy
20th|+20/+15/+10/+5|+12|+12|+12| Perfect Self, Wonder
[/table]
Class Features
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are proficient with light armor, but no shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk is treated as having 5 less Ki for the purpose of abilities based on Ki amount (less current Ki, maximum Ki stays the same), and expends 1 additional ki every time he uses a feature which expends Ki.
Ki Pool (Su): A monk has a ki pool, with a number of ki points in it that is usually equal to his level (he starts with 1 point and gains 1 point per level). He uses those points for several of his abilities. After a monk's ki pool is depleted entirely, he is fatigued until he gains 1 point. There are two ways to retrieve ki: they regenerate normally at the rate of 1 per hour, and by spending two hours in silent meditation you can retrieve all of them.
Unarmed Strike (Ex): 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, depending on his strength modifier. With a +0 or lower modifier, you deal damage as a creature of your size, multiplied by 2. With a +2 modifier, you deal damage as a creature 1 size larger, multiplied by 2. With a +4 modifier, you deal damage as a creature 2 sizes larger, multiplied by 2, and so on and so forth up to Colossal+++.
Here's a table for Medium Monks. For Small monks, go 1 step back. For Large monks, advance 1 step.
{table=head]Strength | Unarmed Damage
3-13 | 2d3
14-17 | 2d4
18-21 | 2d6
22-25 | 2d8
26-29 | 2d10
30-33 | 4d6
34-37 | 4d8
38-41 | 6d6[/table]
Combat Adept: A level 1 monk gains Improved Grapple, Improved Disarm and Improved Trip as bonus feats. He need not meet the prerequisites.
Ki Reflex (Su): A level 2 monk is more aware and steadier on his feet when his Ki is focused. He gains a dodge bonus to AC equal to his current number of ki points/2, rounded down. In situations where the monk is denied his dex to AC, this bonus is not added.
Also, a monk adds his wisdom modifier (if any) to AC, but only when unencumbered and wearing light or no armor, and when he has more than 0 ki. This is not added when the monk is immobilized or helpless.
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.
Still Mind (Ex): A monk of 2nd level or higher gains a +2 bonus on saving throws against all mind-affecting effects.
Wonder: At level 2, and every 3 levels thereafter, a monk may either choose to increase his Ki pool by 1 (this is in addition to the Ki point he receives at every level) or learn a special ability, called wonder. Wonders are all Supernatural abilities.
Premonition: Learn a divination spell. You may only learn it if a druid, bard, cleric or wizard of the same level as you can learn it, and if your wisdom score is equal to at least 10+spell level. You may use it up to 4 times per day, and using it makes you lose a number of Ki points equal to its level+1. Treat your monk level as your caster level.
Elemental Shaken: Strike an opponent with an unarmed melee attack as a swift action. If you hit and deal damage (the damage from Elemental Shaken is always nonlethal), expend 1 Ki point. If you do, reduce all the target's resistances to energy by 10 for 1 minute. Stacks.
Eye of the Mind: Expend 2 Ki points. You are treated as having Darkvision 60 feet, Tremorsense 30 feet and Scent for 10 minutes.
Karma: Whenever you fail a save, you can expend a number of Ki points to reroll it. This number is equal to the number of times you used this ability today.
Mind over Matter: Whenever you need to make a Fort save, you can expend 2 Ki points to make a Will save instead.
Gather Anatomic Data: Make an unarmed melee attack against an opponent as a standard action and expend 2 Ki points +1 per size of the opponent above medium. If you hit, your next unarmed strike against that opponent will be a critical.
Inner Reserves: You can stay in an airless environment without penalty as long as you expend 1 Ki point per minute.
Finishing Strike: Make a full attack composed only of unarmed strikes against an opponent and expend all your Ki points. Increase the damage of all your strikes by the number of Ki points expended. You may not regenerate Ki points in any way for 4 hours.
Ki Blast: Requires line of sight, but can be used at any distance as long as line of sight exists. Make a ranged touch attack as a swift action against an opponent and expend 2 Ki points. If it hits, the opponent receives class level/2*1d6 untyped damage.
Pain of Determination: To use this wonder, expend 10 Ki points as a free action. All nonmagical attacks that hit you for 3 rounds will heal you instead of dealing damage.
Renewal: Expend x Ki points. You gain Fast Healing x for x/2 rounds.
Skewer Metabolism: Make a touch attack as a swift action or an unarmed strike as a standard action against an opponent and expend 5 Ki points. If you hit, the target can no longer heal ability damage and hit points naturally for 24 hours. This includes Fast Healing and Regeneration.
Ki Speed (Su): A level 3 and higher monk gains an enhancement bonus to his base speed equal to 5 feet*the number of Ki points he has. This bonus is only applied when the monk walks normally or at double pace, not when he runs.
Technique: At level 3, and every 3 levels thereafter, a monk may either choose to gain a feat from the fighter bonus feat list or learn a special ability, called technique. Techniques are all Extraordinary abilities that can be used at will.
Flurry of Blows: You may make an extra attack at your highest base attack bonus in a full attack. This attack must be an unarmed strike. You may take this technique twice. If you do, you may make two extra attacks.
Rapid Blow: You may make an unarmed strike as a swift action, but at half your maximum base attack bonus.
Stonecrusher Fist: If you make an unarmed strike as a standard action against an elemental, construct, living construct or ooze, maximize your damage dice.
Shoulder Toss: Make both a Bull Rush and a Trip attempt against an opponent at the same time as a full round action. For the purpose of size modifiers, treat yourself as 1 size larger for every 2 points of strength modifier, capped at 3. If one or both attempts fail, the opponent is given an AoO against you (but not before). If both succeed, the opponent is thrown, in any direction, at the distance he would have been pushed if you had Bull Rushed him. The monk remains where he was, however. The opponent falls prone to the ground and receives 1d6*Str mod damage.
Neck Weak Spot: Attack an opponent with an unarmed strike as a standard action. If it hits and you deal damage, the next unarmed strike that will hit the target will stun him for 1d4 rounds. After a creature is affected by Neck Weak Spot, it becomes immune to it for 5 minutes.
Caution: You gain a +4 untyped bonus to AC against attacks of opportunity only.
Aggressive Trip: When you successfully trip an opponent you also deal damage to him as if you hit with an unarmed strike, but without adding your strength modifier.
Dodge and Grab: If your opponent makes a melee attack roll against your AC and misses by 4 or more, you may immediately make a disarm attempt as a non-action.
Batter: If you successfully hit a target in melee with 3 attacks in a row in a single round, your 3rd attack will deal 6d6 bonus damage. Unlike other forms of precision damage, this damage does apply to foes immune to critical hits too.
Higher Ground: If, at the start of your round, you are in a position of terrain above an opponent, and that opponent is less than 100 feet away from you, you gain +4 to your melee attack and damage rolls against him until the end of the round.
Stance of the Giant: Expend a swift action. Until your next round, you are treated as 2 sizes larger for the purpose of all opposed rolls. Stacks.
Weakening Blow: Attack an opponent with an unarmed melee attack as a standard action, taking a -2 penalty. If you hit, the target is treated as having -4 to Strength for 1d4 rounds. Doesn't stack.
Mettle (Ex): At 3rd level or higher if a monk makes a successful Will or Fort saving throw against an effect that normally triggers a partial effect on a failed save, he instead incurs no effect.
Ki Hardiness (Su): A level 4 or higher monk gains DR/- equal to half his current Ki points and resistance to all energy types equal to his current Ki points.
Masterful Blow (Ex): A level 4 or higher monk ignores his target's damage reduction and hardness when landing unarmed attacks.
Purity of Body (Ex): At 4th level, a monk gains immunity to all diseases, including supernatural and magical ones.
Efficient Resting (Ex): If a level 5 or higher monk meditates 2 hours to restore Ki points, he is treated as having slept for 8 hours.
Slow Fall (Ex): A level 5 or higher monk always receives minimized damage from falling.
Ki Weather Ward (Ex): A level 6 or higher monk ignores the effect of harsh weather of any kind as long as he has at least half of his maximum amount of Ki.
Battle Wisdom (Ex): A level 6 or higher monk adds his Wisdom modifier to all melee damage rolls, and to the attack roll of his unarmed strike.
Ki Swiftness (Su): A level 7 monk gains an additional swift action per round. He can only make use of it as long as his Ki points are at one third (rounded up) of the maximum or higher.
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 + her Wisdom modifier each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 8th 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.
Ki Deception (Su): As long as a level 9 monk as at least half of his maximum Ki points, he may treat himself as any alignment he wants when dealing with or being put under alignment detecting effects. Also, his lies cannot be discerned through magic and he cannot be magically forced to speak the truth (though, naturally, a foe with a high enough Sense Motive can still detect his lies).
Improved Mettle (Ex): At 9th level, a monk’s mettle ability improves. She still takes no damage on a successful Will or Fort saving throw against effects, but henceforth she incurs only the partial effect on a failed save.
Greater Resting (Ex): A level 10 monk only needs to meditate for 1 hour to retrieve his Ki and be treated as if he slept for 8 hours. Furthermore, aside from being fatigued when he has 0 Ki, the monk is completely immune to fatigue, exhaustion, and sleep effects.
Diamond Body (Su): At 10th level, a monk gains immunity to poisons of all kinds.
Precision Blow (Ex): A level 10 monk's unarmed strikes have a threat range of 18-20 and deal x3 damage on a critical.
Ki Integrity (Su): A level 11 monk is immune to ability damage and ability drain as long as he has at least a quarter of his maximum Ki, rounded up.
Abundant Step (Su): At 11th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, wis mod times per day. Her caster level for this effect is equal to her monk level. Unlike Dimension Door though, Abundant Step uses up a swift action.
Ki Resistance (Su): A level 12 or higher monk gains SR and PR equal to 12+his current amount of ki points. This never goes below 20.
Overblow (Ex): Whenever a level 12 monk attacks an opponent in melee with an unarmed strike and beats his AC, subtract the AC from his attack roll and add half of that to the damage dealt.
Ki Renewal (Su): A level 13 monk gains 2d6 hit points every time he expends Ki points.
Quivering Palm (Su): Starting at 13th 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 per day, 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 + 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.
Ki Diffraction (Su): As long as he has half his maximum Ki points, a level 14 or higher monk is always treated as having 20% concealment. Furthermore, ranged weapons used against him apply penalties as if they are shooting from one range increment farther.
Tongues (Su): A level 14 monk can speak with any creature that has a verbal language.
Ki Greater Swiftness (Su): A level 15 monk gains an additional standard action per round. He can only make use of it as long as his Ki points are at one third (rounded up) of the maximum or higher.
Timeless Body (Ex): Upon attaining 15th 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 are also removed. Bonuses still accrue. Also, the monk no longer has a maximum age at which he dies.
Ki Reach (Su): A level 16 monk has his reach increased by 5 feet for every 5 Ki points he has for the purpose of attacking, AoEs, and tripping only.
Mind Blank (Ex): A level 16 is treated as being under an extraordinary Mind Blank effect whenever it is advantageous to him.
Diamond Skin (Su): A level 17 monk is immune to slashing damage and Rend.
Ki Grounding (Su): As long as a level 18 monk has at least 1 Ki point, he can always refuse to be affected by effects which involve teleportation, without needing to save against them.
Greater Precision Blow (Ex): A level 18 monk' unarmed strikes have a threat range of 16-20 and deal x4 damage on a critical.
Ki Sublime Swiftness (Su): A level 19 monk gains an additional round. This round is always at the bottom of the initiative row. He can only make use of it as long as his Ki points are at one third (rounded up) of the maximum or higher.
Unfocused Frenzy (Ex): A level 19 monk with 0 Ki points is a dangerous wreck. He is no longer fatigued, but receives a -2 penalty to all mental ability scores and a +4 bonus to all physical ability scores. He also gains the ability to increase his Ki to 1 as a free action, but can only use it when he has 0.
Perfect Self (Ex): A level 20 monk reaches the epitome of greatness. All his supernatural abilities are treated as extraordinary abilities, he may retrieve all his Ki points as a free action once per round, he can become incorporeal at will, but loses 1 Ki point per 2 rounds while in this state, and he becomes immune to negative energy.
Battle Monk Variant
When playing a monk, a player may choose to give up these class features: Still Mind, Purity of Body, Slow Fall, Wholeness of Body, Diamond Body, Abundant Step, Tongues, Timeless Body, and Mind Blank. If he does, the text of his Technique changes to this:
At level 3, and every 3 levels thereafter, a monk may either choose to gain a feat from the fighter bonus feat list or and learn a special ability, called technique.
Mystic Monk Variant
When playing a monk, a player may choose to give up these class features: Still Mind, Purity of Body, Slow Fall, Wholeness of Body, Diamond Body, Abundant Step, Tongues, Timeless Body, and Mind Blank. If he does, the text of his Wonder changes to this:
At level 2, and every 3 levels thereafter, a monk may either choose to increase his Ki pool by 1 (this is in addition to the Ki point he receives at every level) or and learn a special ability, called wonder.
Hardened Monk Variant
When playing a monk, a player may choose to be able only to accrue Ki points and gain bonus feats from Technique and Wonder, and not actually gain techniques and wonders. If he does, his HD becomes d12.
- I will keep the monk MAD. He will, as usual, be able to dump Cha, Int and Con and only focus on the other 3, but I'm not going any further than that.
- I will give him a Ki pool, which will serve most purposes related to him.
- I won't increase his out of combat utility much.
- I will increase his in-combat utility, but not by a lot. The main difference will be the amount of damage he can deal.
- I will make some of his abilities less level dependent, or rather dependent on ki.
- I intend to make the monk better than tier 5, but I don't care whether I get in 3 or 4.
- I won't make him better at or do awesome things with exotic weapons, simply because I'm not that familiar with that area of the game.
- I will keep most of the original 3.5 monk's features.
Also, I will format it as it is in the SRD, so expect some features to be written above the table rather than beneath.
The Monk
http://www.blogcdn.com/www.joystiq.com/media/2009/08/d3monkymonk.jpg
Starting Age: as monk
Starting Gold: as monk
Alignment: Any
Hit Die: d8
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), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level
(6 + Int modifier) ×4.
Skill Points at Each Additional Level
6 + Int modifier.
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2| Ki Pool, Unarmed Strike, Combat Adept
2nd|+2|+3|+3|+3| Ki Reflex, Evasion, Still Mind, Wonder
3rd|+3|+3|+3|+3| Ki Speed, Technique, Mettle
4th|+4|+4|+4|+4| Ki Hardiness, Masterful Blow, Purity of Body
5th|+5|+4|+4|+4| Efficient Resting, Slow Fall, Wonder
6th|+6/+1|+5|+5|+5| Ki Weather Ward, Technique, Battle Wisdom
7th|+7/+2|+5|+5|+5| Ki Swiftness, Wholeness of Body
8th|+8/+3|+6|+6|+6| Improved Evasion, Wonder
9th|+9/+4|+6|+6|+6| Ki Deception, Technique, Improved Mettle
10th|+10/+5|+7|+7|+7| Greater Resting, Diamond Body, Precision Blow
11th|+11/+6/+1|+7|+7|+7| Ki Integrity, Abundant Step, Wonder
12th|+12/+7/+2|+8|+8|+8| Ki Magical Resistance, Overblow, Technique
13th|+13/+8/+3|+8|+8|+8| Ki Renewal, Quivering Palm
14th|+14/+9/+4|+9|+9|+9| Ki Diffraction, Tongues, Wonder
15th|+15/+10/+5|+9|+9|+9| Ki Greater Swiftness, Timeless Body, Technique
16th|+16/+11/+6/+1|+10|+10|+10| Ki Reach, Mind Blank
17th|+17/+12/+7/+2|+10|+10|+10| Diamond Skin, Wonder
18th|+18/+13/+8/+3|+11|+11|+11| Ki Grounding, Greater Precision Blow, Technique
19th|+19/+14/+9/+4|+11|+11|+11| Ki Sublime Swiftness, Unfocused Frenzy
20th|+20/+15/+10/+5|+12|+12|+12| Perfect Self, Wonder
[/table]
Class Features
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are proficient with light armor, but no shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk is treated as having 5 less Ki for the purpose of abilities based on Ki amount (less current Ki, maximum Ki stays the same), and expends 1 additional ki every time he uses a feature which expends Ki.
Ki Pool (Su): A monk has a ki pool, with a number of ki points in it that is usually equal to his level (he starts with 1 point and gains 1 point per level). He uses those points for several of his abilities. After a monk's ki pool is depleted entirely, he is fatigued until he gains 1 point. There are two ways to retrieve ki: they regenerate normally at the rate of 1 per hour, and by spending two hours in silent meditation you can retrieve all of them.
Unarmed Strike (Ex): 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, depending on his strength modifier. With a +0 or lower modifier, you deal damage as a creature of your size, multiplied by 2. With a +2 modifier, you deal damage as a creature 1 size larger, multiplied by 2. With a +4 modifier, you deal damage as a creature 2 sizes larger, multiplied by 2, and so on and so forth up to Colossal+++.
Here's a table for Medium Monks. For Small monks, go 1 step back. For Large monks, advance 1 step.
{table=head]Strength | Unarmed Damage
3-13 | 2d3
14-17 | 2d4
18-21 | 2d6
22-25 | 2d8
26-29 | 2d10
30-33 | 4d6
34-37 | 4d8
38-41 | 6d6[/table]
Combat Adept: A level 1 monk gains Improved Grapple, Improved Disarm and Improved Trip as bonus feats. He need not meet the prerequisites.
Ki Reflex (Su): A level 2 monk is more aware and steadier on his feet when his Ki is focused. He gains a dodge bonus to AC equal to his current number of ki points/2, rounded down. In situations where the monk is denied his dex to AC, this bonus is not added.
Also, a monk adds his wisdom modifier (if any) to AC, but only when unencumbered and wearing light or no armor, and when he has more than 0 ki. This is not added when the monk is immobilized or helpless.
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.
Still Mind (Ex): A monk of 2nd level or higher gains a +2 bonus on saving throws against all mind-affecting effects.
Wonder: At level 2, and every 3 levels thereafter, a monk may either choose to increase his Ki pool by 1 (this is in addition to the Ki point he receives at every level) or learn a special ability, called wonder. Wonders are all Supernatural abilities.
Premonition: Learn a divination spell. You may only learn it if a druid, bard, cleric or wizard of the same level as you can learn it, and if your wisdom score is equal to at least 10+spell level. You may use it up to 4 times per day, and using it makes you lose a number of Ki points equal to its level+1. Treat your monk level as your caster level.
Elemental Shaken: Strike an opponent with an unarmed melee attack as a swift action. If you hit and deal damage (the damage from Elemental Shaken is always nonlethal), expend 1 Ki point. If you do, reduce all the target's resistances to energy by 10 for 1 minute. Stacks.
Eye of the Mind: Expend 2 Ki points. You are treated as having Darkvision 60 feet, Tremorsense 30 feet and Scent for 10 minutes.
Karma: Whenever you fail a save, you can expend a number of Ki points to reroll it. This number is equal to the number of times you used this ability today.
Mind over Matter: Whenever you need to make a Fort save, you can expend 2 Ki points to make a Will save instead.
Gather Anatomic Data: Make an unarmed melee attack against an opponent as a standard action and expend 2 Ki points +1 per size of the opponent above medium. If you hit, your next unarmed strike against that opponent will be a critical.
Inner Reserves: You can stay in an airless environment without penalty as long as you expend 1 Ki point per minute.
Finishing Strike: Make a full attack composed only of unarmed strikes against an opponent and expend all your Ki points. Increase the damage of all your strikes by the number of Ki points expended. You may not regenerate Ki points in any way for 4 hours.
Ki Blast: Requires line of sight, but can be used at any distance as long as line of sight exists. Make a ranged touch attack as a swift action against an opponent and expend 2 Ki points. If it hits, the opponent receives class level/2*1d6 untyped damage.
Pain of Determination: To use this wonder, expend 10 Ki points as a free action. All nonmagical attacks that hit you for 3 rounds will heal you instead of dealing damage.
Renewal: Expend x Ki points. You gain Fast Healing x for x/2 rounds.
Skewer Metabolism: Make a touch attack as a swift action or an unarmed strike as a standard action against an opponent and expend 5 Ki points. If you hit, the target can no longer heal ability damage and hit points naturally for 24 hours. This includes Fast Healing and Regeneration.
Ki Speed (Su): A level 3 and higher monk gains an enhancement bonus to his base speed equal to 5 feet*the number of Ki points he has. This bonus is only applied when the monk walks normally or at double pace, not when he runs.
Technique: At level 3, and every 3 levels thereafter, a monk may either choose to gain a feat from the fighter bonus feat list or learn a special ability, called technique. Techniques are all Extraordinary abilities that can be used at will.
Flurry of Blows: You may make an extra attack at your highest base attack bonus in a full attack. This attack must be an unarmed strike. You may take this technique twice. If you do, you may make two extra attacks.
Rapid Blow: You may make an unarmed strike as a swift action, but at half your maximum base attack bonus.
Stonecrusher Fist: If you make an unarmed strike as a standard action against an elemental, construct, living construct or ooze, maximize your damage dice.
Shoulder Toss: Make both a Bull Rush and a Trip attempt against an opponent at the same time as a full round action. For the purpose of size modifiers, treat yourself as 1 size larger for every 2 points of strength modifier, capped at 3. If one or both attempts fail, the opponent is given an AoO against you (but not before). If both succeed, the opponent is thrown, in any direction, at the distance he would have been pushed if you had Bull Rushed him. The monk remains where he was, however. The opponent falls prone to the ground and receives 1d6*Str mod damage.
Neck Weak Spot: Attack an opponent with an unarmed strike as a standard action. If it hits and you deal damage, the next unarmed strike that will hit the target will stun him for 1d4 rounds. After a creature is affected by Neck Weak Spot, it becomes immune to it for 5 minutes.
Caution: You gain a +4 untyped bonus to AC against attacks of opportunity only.
Aggressive Trip: When you successfully trip an opponent you also deal damage to him as if you hit with an unarmed strike, but without adding your strength modifier.
Dodge and Grab: If your opponent makes a melee attack roll against your AC and misses by 4 or more, you may immediately make a disarm attempt as a non-action.
Batter: If you successfully hit a target in melee with 3 attacks in a row in a single round, your 3rd attack will deal 6d6 bonus damage. Unlike other forms of precision damage, this damage does apply to foes immune to critical hits too.
Higher Ground: If, at the start of your round, you are in a position of terrain above an opponent, and that opponent is less than 100 feet away from you, you gain +4 to your melee attack and damage rolls against him until the end of the round.
Stance of the Giant: Expend a swift action. Until your next round, you are treated as 2 sizes larger for the purpose of all opposed rolls. Stacks.
Weakening Blow: Attack an opponent with an unarmed melee attack as a standard action, taking a -2 penalty. If you hit, the target is treated as having -4 to Strength for 1d4 rounds. Doesn't stack.
Mettle (Ex): At 3rd level or higher if a monk makes a successful Will or Fort saving throw against an effect that normally triggers a partial effect on a failed save, he instead incurs no effect.
Ki Hardiness (Su): A level 4 or higher monk gains DR/- equal to half his current Ki points and resistance to all energy types equal to his current Ki points.
Masterful Blow (Ex): A level 4 or higher monk ignores his target's damage reduction and hardness when landing unarmed attacks.
Purity of Body (Ex): At 4th level, a monk gains immunity to all diseases, including supernatural and magical ones.
Efficient Resting (Ex): If a level 5 or higher monk meditates 2 hours to restore Ki points, he is treated as having slept for 8 hours.
Slow Fall (Ex): A level 5 or higher monk always receives minimized damage from falling.
Ki Weather Ward (Ex): A level 6 or higher monk ignores the effect of harsh weather of any kind as long as he has at least half of his maximum amount of Ki.
Battle Wisdom (Ex): A level 6 or higher monk adds his Wisdom modifier to all melee damage rolls, and to the attack roll of his unarmed strike.
Ki Swiftness (Su): A level 7 monk gains an additional swift action per round. He can only make use of it as long as his Ki points are at one third (rounded up) of the maximum or higher.
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 + her Wisdom modifier each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 8th 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.
Ki Deception (Su): As long as a level 9 monk as at least half of his maximum Ki points, he may treat himself as any alignment he wants when dealing with or being put under alignment detecting effects. Also, his lies cannot be discerned through magic and he cannot be magically forced to speak the truth (though, naturally, a foe with a high enough Sense Motive can still detect his lies).
Improved Mettle (Ex): At 9th level, a monk’s mettle ability improves. She still takes no damage on a successful Will or Fort saving throw against effects, but henceforth she incurs only the partial effect on a failed save.
Greater Resting (Ex): A level 10 monk only needs to meditate for 1 hour to retrieve his Ki and be treated as if he slept for 8 hours. Furthermore, aside from being fatigued when he has 0 Ki, the monk is completely immune to fatigue, exhaustion, and sleep effects.
Diamond Body (Su): At 10th level, a monk gains immunity to poisons of all kinds.
Precision Blow (Ex): A level 10 monk's unarmed strikes have a threat range of 18-20 and deal x3 damage on a critical.
Ki Integrity (Su): A level 11 monk is immune to ability damage and ability drain as long as he has at least a quarter of his maximum Ki, rounded up.
Abundant Step (Su): At 11th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, wis mod times per day. Her caster level for this effect is equal to her monk level. Unlike Dimension Door though, Abundant Step uses up a swift action.
Ki Resistance (Su): A level 12 or higher monk gains SR and PR equal to 12+his current amount of ki points. This never goes below 20.
Overblow (Ex): Whenever a level 12 monk attacks an opponent in melee with an unarmed strike and beats his AC, subtract the AC from his attack roll and add half of that to the damage dealt.
Ki Renewal (Su): A level 13 monk gains 2d6 hit points every time he expends Ki points.
Quivering Palm (Su): Starting at 13th 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 per day, 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 + 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.
Ki Diffraction (Su): As long as he has half his maximum Ki points, a level 14 or higher monk is always treated as having 20% concealment. Furthermore, ranged weapons used against him apply penalties as if they are shooting from one range increment farther.
Tongues (Su): A level 14 monk can speak with any creature that has a verbal language.
Ki Greater Swiftness (Su): A level 15 monk gains an additional standard action per round. He can only make use of it as long as his Ki points are at one third (rounded up) of the maximum or higher.
Timeless Body (Ex): Upon attaining 15th 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 are also removed. Bonuses still accrue. Also, the monk no longer has a maximum age at which he dies.
Ki Reach (Su): A level 16 monk has his reach increased by 5 feet for every 5 Ki points he has for the purpose of attacking, AoEs, and tripping only.
Mind Blank (Ex): A level 16 is treated as being under an extraordinary Mind Blank effect whenever it is advantageous to him.
Diamond Skin (Su): A level 17 monk is immune to slashing damage and Rend.
Ki Grounding (Su): As long as a level 18 monk has at least 1 Ki point, he can always refuse to be affected by effects which involve teleportation, without needing to save against them.
Greater Precision Blow (Ex): A level 18 monk' unarmed strikes have a threat range of 16-20 and deal x4 damage on a critical.
Ki Sublime Swiftness (Su): A level 19 monk gains an additional round. This round is always at the bottom of the initiative row. He can only make use of it as long as his Ki points are at one third (rounded up) of the maximum or higher.
Unfocused Frenzy (Ex): A level 19 monk with 0 Ki points is a dangerous wreck. He is no longer fatigued, but receives a -2 penalty to all mental ability scores and a +4 bonus to all physical ability scores. He also gains the ability to increase his Ki to 1 as a free action, but can only use it when he has 0.
Perfect Self (Ex): A level 20 monk reaches the epitome of greatness. All his supernatural abilities are treated as extraordinary abilities, he may retrieve all his Ki points as a free action once per round, he can become incorporeal at will, but loses 1 Ki point per 2 rounds while in this state, and he becomes immune to negative energy.
Battle Monk Variant
When playing a monk, a player may choose to give up these class features: Still Mind, Purity of Body, Slow Fall, Wholeness of Body, Diamond Body, Abundant Step, Tongues, Timeless Body, and Mind Blank. If he does, the text of his Technique changes to this:
At level 3, and every 3 levels thereafter, a monk may either choose to gain a feat from the fighter bonus feat list or and learn a special ability, called technique.
Mystic Monk Variant
When playing a monk, a player may choose to give up these class features: Still Mind, Purity of Body, Slow Fall, Wholeness of Body, Diamond Body, Abundant Step, Tongues, Timeless Body, and Mind Blank. If he does, the text of his Wonder changes to this:
At level 2, and every 3 levels thereafter, a monk may either choose to increase his Ki pool by 1 (this is in addition to the Ki point he receives at every level) or and learn a special ability, called wonder.
Hardened Monk Variant
When playing a monk, a player may choose to be able only to accrue Ki points and gain bonus feats from Technique and Wonder, and not actually gain techniques and wonders. If he does, his HD becomes d12.