Classes/Monk

= Monk = Hit Die: d10

Type: Martial

Starting Wealth: 2d6 x 10 gp (average 70 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Skill Ranks Per Level: 4 + Int modifier.

Class Features
The following are class features of the monk.

Weapon and Armor Proficiency
A monk is proficient with all simple weapons and simple light armor, but not shields. If this is the character’s first level in a class he gains proficiency in all weapons with the monastic keyword and light martial armor.

Stamina (Ex)
At 1st level, a monk gains access to a pool of stamina points that allow him to perform feats of strength and agility. This pool contains a number of stamina points equal to his Constitution modifier plus his levels in martial classes (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Martial Arts (Ex)
At 1st level, a monk gains the Improved Unarmed Strike (Martial) feat as a bonus feat, and treats their unarmed strike damage as 1d6 (1d4 for a small monk). Additionally, the monk’s natural weapons increase their base damage to 1d6 (1d4 for a small monk) if it would have otherwise been lower. A monk is always considered to have an additional free hand for the purpose of making an off-hand attack with an unarmed strike or a combat maneuver, even if all of his hands are occupied. This extra free hand represents the monk making an unarmed attack with another available part of his body, such as a foot, elbow, or knee; as such these unarmed strikes do not gain the benefit of bonuses from weapons (such as gauntlets) worn on the monk’s hands but may benefit from weapons (such as greaves, knee pads, etc.) worn on other parts of his body.

A monk’s unarmed strikes and natural weapons are treated as both natural and manufactured weapons.

At 7th level, and every 6 levels thereafter, a monk increases the damage die of his unarmed strikes, natural weapons, and any weapon he wields with the monastic keyword by 1 size category.

Monk’s Training (Ex)
A monk may use the Stunning Fist (Martial) and the Punishing Kick (Martial) feats with an unarmed strike, a natural weapon, or a weapon with the monastic keyword. If this is the character’s first level in a martial class, the monk gains one of these feats as a bonus feat, even if he does not meet the prerequisites.

Fast Movement (Ex)
At 1st level, a monk gains a +10 feet enhancement bonus to his base movement speed as long as the monk meets or exceeds the strength rating of the armor he is wearing and is not carrying a medium or heavier load. This bonus increases by +10 feet for every 3 class levels after 1st, to a maximum of +70 feet at 19th level.

Evasion (Ex)
At 2nd level, a monk gains the Evasion (Martial) feat as a bonus feat, even if he does not meet the prerequisites.

Disciplines (Ex)
As a monk gains experience, he refines his techniques further. Starting at 2nd level, and every 2 levels thereafter, the monk chooses a discipline that he meets the prerequisites for. Some disciplines have prerequisites and may only be chosen after first learning another discipline.

For a complete listing of disciplines, see Table - Disciplines.

Ki Pool (Su)
At 3rd level, a monk gains access to a pool of internal energies called ki, which allow him to perform supernatural feats that go beyond the limits of his physical body. This pool contains a number of ki points equal 1 + his Wisdom modifier (minimum 2) and refreshes once per day when the monk regains his stamina. A monk may spend 1 point of stamina as a free action on his turn to regain 2 points of his ki pool.

As long as a monk has at least 1 point in his ki pool, he gains an enhancement bonus on acrobatics checks to jump equal to his class level, and his unarmed strikes and natural attacks are treated as magic weapons. At 8th level, his unarmed strikes and natural attacks are treated as silver for the purpose of overcoming damage reduction.

A monk may spend ki points in a number of ways:


 * Spend a ki point in place of a reaction.
 * Spend a ki point as a swift action to double the bonus granted by his Fast Movement class feature for 1 round.
 * Spend a ki point as a swift action to gain a +4 dodge bonus to AC for 1 round.
 * Spend a ki point as a swift action to gain a +20 enhancement bonus to acrobatics checks made to jump for 1 round, and to be considered as having a running start when making such a check.

Additionally, monks gain access to ki powers which provide additional ways to use ki points.

Ki Power (Su)
At 3rd level, and every 2 levels thereafter, a monk selects a ki power as he learns to harness his ki in new ways. Some ki powers have prerequisites and may only be chosen after first learning another ki power.

If a ki power calls for a save attack, the save attack on this attempt is equal to 1d20 +  ½ the monk’s MPB plus his Wisdom modifier unless otherwise specified. The monk may add the enhancement bonus from his unarmed strike, natural weapon, or monastic weapon to this save attack.

For a complete listing of ki power, see Table - Ki Powers.

Honed Defense (Ex)
At 4th level, a monk gains a +1 dodge bonus to AC when unarmored or wearing light armor that he meets or exceeds the strength rating of. This bonus increases by an additional 1 for every four class levels after 4th.

Soften Blow (Ex)
Starting at 5th level, a monk who is unarmored or wearing light armor that he meets or exceeds the strength rating of may spend a reaction when hit by an attack to grant himself DR/- against that attack equal to his base defense bonus. The monk may not use this ability if he is denied his dexterity bonus against the attack.

Purity of Body (Ex)
At 6th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Improved Evasion (Ex)
At 9th level, a monk gains the Improved Evasion (Martial) feat as a bonus feat, even if he does not meet the prerequisites.

Purity of Soul (Ex)
At 11th level, a monk gains the Indomitable (Martial) feat as a bonus feat, even if he does not meet the prerequisites.

Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Flawless Instincts (Ex)
At 19th level, a monk treats every initiative roll as if he had rolled a natural 20, may always act in the surprise round, and can never be caught flat-footed (although he may still be denied his dexterity bonus).

Perfect Self (Ex)
At 20th level, a monk transcends his physical body and attains an understanding of universal truths that fundamentally change the form of his body and soul. The monk’s creature type changes to outsider, with the native subtype in addition to any other subtypes he already possessed. He may still be treated as his original type where it is beneficial for him to do so (such as determining if he can be affected by a Resurrection ritual). He no longer needs to spend reactions to use his Soften Blow class feature (effectively gaining permanent damage reduction equal to his base defense bonus), and once per day may choose to meditate for 1 hour rather than sleeping to gain the benefits of a full night’s rest.