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.
MULTICLASS RULES
At least half of total levels MUST be Monk at all times. There are no substitutions with certain PRC classes like with Paladin, as no PRC represents monk.
Paladin and Monk may not be combined on the same character.
FALLEN MONKS
Monks who cease to be of Lawful alignment will have their class abilities disabled via a LETO and will be unable to level further in that class. In some rare cases, monks may be allowed to eventually re-level out of the class if they decide to permanently leave their order, or decide to abandon monastic traditions. This re-level may or may not incur a penalty depending upon the circumstances. This will be decided by the Admin team, as needed.
MONASTIC ORDERS
Monks on Cormyr & The Dalelands do not have to belong to a monastic order.
Alignment restrictions: any lawful
Hit die: d8
Proficiencies: armor (robes), weapons (monk) (club, dagger, handaxe, light crossbow, heavy crossbow, quarterstaff, shuriken, kama, and sling)
Skill points: 6 + int modifier ( (6 + int modifier) * 4 at 1st level)
Skills: Concentration, Craft (Armor, Trap, Weapon), Discipline, Heal, Hide, Listen, Lore, Knowledge (Arcana, Religion), Move Silently, Sense Motive, Spot, Parry, Persuade, Profession, Tumble
Primary saving throw(s): fortitude, reflex, will
Base attack bonus: +4/5 levels
Lvl | BAB | Saves | Feats | HP | UBAB | Flurry of blows AB | Unarmed damage | AC bonus | Speed bonus | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | Medium | Small | |||||||||
1st | +1 | +2 | +2 | +2 | Cleave, Stunning Fist, Evasion, Flurry of Blows, Improved Unarmed Strike, Monk AC Bonus |
8 | +1 | -1/-1 | 1d6 | 1d4 | - | - | |
2nd | +2 | +3 | +3 | +3 | Deflect Arrows | 16 | +2 | +0/+0 | 1d6 | 1d4 | - | - | |
3rd | +3 | +3 | +3 | +3 | Monk Speed, Still Mind, Uncanny Dodge |
24 | +3 | +1/+1 | 1d6 | 1d4 | - | +10% | |
4th | +4 | +4 | +4 | +4 | 32 | +4/+1 | +2/-1/+2 | 1d8 | 1d6 | - | +10% | ||
5th | +4 | +4 | +4 | +4 | Purity of Body | 40 | +4/+1 | +2/-1/+2 | 1d8 | 1d6 | +1 | +10% | |
6th | +5 | +5 | +5 | +5 | Knockdown, Imp. Knockdown | 48 | +5/+2 | +3/+0/+3 | 1d8 | 1d6 | +1 | +20% | |
7th | +6/+1 | +5 | +5 | +5 | Wholeness of Body | 56 | +6/+3 | +4/+1/+4 | 1d8 | 1d6 | +1 | +20% | |
8th | +7/+2 | +6 | +6 | +6 | 64 | +7/+4/+1 | +5/+2/-1/+5 | 1d10 | 1d8 | +1 | +20% | ||
9th | +8/+3 | +6 | +6 | +6 | Improved Evasion | 72 | +8/+5/+2 | +6/+3/+0/+6 | 1d10 | 1d8 | +1 | +30% | |
10th | +9/+4 | +7 | +7 | +7 | Ki Strike +1 | 80 | +9/+6/+3 | +7/+4/+1/+7 | 1d10 | 1d8 | +2 | +30% | |
11th | +10/+5 | +7 | +7 | +7 | Diamond Body | 88 | +10/+7/+4/+1 | +8/+5/+2/-1/+8 | 1d10 | 1d8 | +2 | +30% | |
12th | +11/+6/+1 | +8 | +8 | +8 | Diamond Soul, Abundant Step |
96 | +11/+8/+5/+2 | +9/+6/+3/+0/+9 | 1d12 | 1d10 | +2 | +40% | |
13th | +11/+6/+1 | +8 | +8 | +8 | Ki Strike +2 | 104 | +11/+8/+5/+2 | +9/+6/+3/+0/+9 | 1d12 | 1d10 | +2 | +40% | |
14th | +12/+7/+2 | +9 | +9 | +9 | 112 | +12/+9/+6/+3 | +10/+7/+4/+1/+10 | 1d12 | 1d10 | +2 | +40% | ||
15th | +13/+8/+3 | +9 | +9 | +9 | Quivering Palm | 120 | +13/+10/+7/+4/+1 | +11/+8/+5/+2/-1/+11 | 1d12 | 1d10 | +3 | +50% | |
16th | +14/+9/+4 | +10 | +10 | +10 | Ki Strike +3 | 128 | +14/+11/+8/+5/+2 | +12/+9/+6/+3/+0/+12 | 1d20 | 2d6 | +3 | +50% | |
17th | +14/+9/+4 | +10 | +10 | +10 | Tongue of Sun and Moon | 136 | +14/+11/+8/+5/+2 | +12/+9/+6/+3/+0/+12 | 1d20 | 2d6 | +3 | +50% | |
18th | +15/+10/+5 | +11 | +11 | +11 | Empty Body | 144 | +15/+12/+9/+6/+3 | +13/+10/+7/+4/+1/+13 | 1d20 | 2d6 | +3 | +60% | |
19th | +16/+11/+6/+1 | +11 | +11 | +11 | 152 | +16/+13/+10/+7/+4/+1 | +14/+11/+8/+5/+2/-1/+14 | 1d20 | 2d6 | +3 | +60% | ||
20th | +17/+12/+7/+2 | +12 | +12 | +12 | Perfect Self | 160 | +17/+14/+11/+8/+5/+2 | +15/+12/+9/+6/+3/+0/+15 | 1d20 | 2d6 | +4 | +60% |
Cleave: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.
Stunning Fist: A character with this feat can attempt a disabling strike. If successful, the target must succeed at a fortitude save (DC 10 + 1/2 the attacker's level + the attacker's wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character.
Evasion: Whenever a reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.
Flurry of Blows: Monks receive an extra attack per round when fighting with unarmed attacks or Monk UBAB weapon(s) (see below). However, all attacks in that round suffer a -2 attack penalty.
Improved Unarmed Strike: Armed opponents no longer get attacks of opportunity against the character when he makes an unarmed attack.
Monk AC Bonus (Wisdom): Monks add their wisdom modifier to their armor class while not using a shield or wearing armor other than robes.
Deflect Arrows: The character can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against DC 20.
Monk Speed: Monks move more quickly than other classes, and this ability improves with class levels.
Still Mind: The monk gains a +2 competence bonus on all saving throws against mind-affecting spells.
Uncanny Dodge: The character retains his dexterity bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Purity of Body: The monk is immune to all non-magical diseases.
Monk AC Bonus (Class): Every 5 levels, the monk gains 1 AC. This is separate from the Wisdom modifier to AC feature.
Knockdown: A character with this feat can attempt to knock his melee opponents to the ground. The character makes an attack roll at -4, and if successful the defender makes an opposed discipline check against the character's attack roll. If the character wins, the defender is knocked to a prone position. Monk also gets Improved Knockdown at the same level, they also count as one size category larger when attempting this ability.
Wholeness of Body: The monk can heal damage equal to equal to 10% of her max HP x her Wisdom modifier, once per day. 10 minutes recharge.
Improved Evasion: Whenever a reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
Ki Strike: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction (+1 at 10th level, +2 at 13th, +3 at 16th).
Diamond Body: The monk gains immunity to all poisons.
Diamond Soul: The monk gains spell resistance equal to their class level + 10.
Abundant Step: A monk is able to teleport themselves to target location, up to 10 times per day. This does not stack with Shadowdancer's Shadow Jump
Quivering Palm: This ability may be used once per day to instantly kill an opponent. If the character makes a successful attack after activating the ability, the target must make a fortitude save (DC 10 + half the monk's character level + the monk's wisdom modifier) or die.
Tongue of Sun and Moon: The monk is able to speak with any living intelligent creature. This enables them to understand all speech and be understood in return, though this does not mean they can speak any language. This is implemented mechanically simply as understanding all non-secret and non-animal languages, as common suffices for being understood by all.
Empty Body: The monk is given 50% concealment for a number of turns equal to their monk level up once per day. 20 minutes recharge.
Perfect Self: The character gains immunity to all mind-affecting spells and effects, and damage reduction 20/+4.
Default monk eye glow removed. Level 20 monks will instead be given the Eye Color Control widget on login to apply eye glow effects. This is to prevent potential metagaming of a monks given alignments and to allow the monk to choose the color that fits them best.
Special: Every 3 levels, the monk's movement speed will increase by an additional 10%.
Special AC bonus: Every 5 levels from 20, the monk's AC will increase by an additional + 1.
Bonus Feats: The epic monk gains a bonus feat every five levels after 20th. In other words, at levels 25 and 30.
Epic Monk Bonus Feats: armor skin, blinding speed, epic damage reduction, epic energy resistance, epic toughness, improved ki strike 4, improved ki strike 5, improved spell resistance, improved stunning fist, self concealment
A special unarmed base attack bonus (UBAB) replaces the normal BAB for monks (and only monks) who fight unarmed or with special monk weapons (if also not wearing armor nor using a shield). This progression gives extra attacks at -3 off the previous attack, rather than the normal -5, with up to six attacks per round possible from this progression.
These weapons work with Flurry of Blows. However, some of the Weapon Focus feats are tied into other weapons. For example, Wind Fire Wheel is attached to the Kama weapon focus/improved critical/etc. For all weapon conversions, see the Weapon Changes.