Monk is a class in Pathfinder: Wrath of the Righteous. Monks can use their fists as weapons, providing them with strong unarmed attacks. They are not proficient with armor, but most monks gain a bonus to AC from Wisdom.
"Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most."
- Alignment Requirement: Any lawful
- Hit Die: +6
- Skill Points per Level: 3
- Level 1 Base Attack Bonus: +1
- Improved Unarmed Strike
- Unarmed Strike
- AC bonus
- Stunning Fist
- Monk Bonus Feat
- Flurry of Blows
- Proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields and lose their AC bonus and fast movement and flurry of blows abilities when wearing armor or holding a shield.
Monk Video Guide
Penalty: No Stunning Fist
Base Attack Bonus
|Level 1||+1||+2||+2||0||Monk Proficiencies, Improved Unarmed Strike, Unarmed Strike, AC bonus, Stunning Fist, Monk Bonus Feat, Flurry of Blows|
|Level 2||+2||+3||+3||0||Monk Bonus Feat, Evasion|
|Level 3||+3||+3||+3||+1||Ki Pool, Ki Strike - Magic, Fast Movement|
|Level 4||+4||+4||+4||+1||Stunning Fist: Fatigue, Ki Power, Still Mind|
|Level 5||+5||+4||+4||+1||Style Strike, Purity of Body|
|Level 6||+6/+1||+5||+5||+2||Monk Bonus Feat, Ki Power|
|Level 7||+7/+2||+5||+5||+2||Ki Strike - Cold Iron and Silver|
|Level 8||+8/+3||+6||+6||+2||Stunning Fist: Sicken, Ki Power|
|Level 9||+9/+4||+6||+6||+3||Improved Evasion, Style Strike|
|Level 10||+10/+5||+7||+7||+3||Monk Bonus Feat, Ki Power, Ki Strike - Lawful|
|Level 12||+12/+7/+2||+8||+8||+4||Ki Power|
|Level 13||+13/+8/+3||+8||+8||+4||Style Strike|
|Level 14||+14/+9/+4||+9||+9||+4||Monk Bonus Feat, Ki Power|
|Level 16||+16/+11/+6/+1||+10||+10||+5||Ki Strike - Adamantine, Ki Power|
|Level 17||+17/+12/+7/+2||+10||+10||+5||Style Strike|
|Level 18||+18/+13/+8/+3||+11||+11||+6||Monk Bonus Feat, Ki Power|
|Level 20||+20/+15/+10/+5||+12||+12||+6||Ki Power: Perfect Self|
You are considered to be armed even when unarmed - you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small).
At 3rd level, a monk gains a pool of ki pool points, supernatural energy they can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 their monk level + their Wisdom modifier. As long as they have at least 1 point in their ki pool, they can make a ki pool strike. At 3rd level, ki pool strike allows their unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, their unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, their unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, their unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from their ki pool pool as a swift action, a monk can make one additional unarmed strike at their highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects.
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from their ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.
When unarmored and unencumbered, the monk adds their Wisdom bonus (if any) to their AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. They lose these bonuses when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Crane Style, Blind Fight, Improved Initiative.
At 6th level, the following feats are added to the list Improved Trip, Improved Disarm At 10th level, the following feats are added to the list: Improved Critical, Improved Blind Fight.
A monk need not have any of the prerequisites normally required for these feats to select them.
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. The damage dealt by a Medium monk's unarmed strike increases with level: 1d6 at levels 1-3, 1d8 at levels 4-7,1d10 at levels 8-11, 2d6 at levels 12-15, 2d8 at levels 16-19, and 2d10 at level 20. If the monk is Small, their unarmed strike damage increases as follows: 1d4 at levels 1-3, 1d6 at levels 4-7, 1d8 at levels 8-11,1d10 at levels 12-15, 2d6 at levels 16-19, and 2d8 at level 20.
If the monk is Large, their unarmed strike damage increases as follows: 1d8 at levels 1-3, 2d6 at levels 4-7, 2d8 at levels 8-11, 3d6 at levels 12-15, 3d8 at levels 16-19, and 4d8 at level 20.
At 1st level, a monk can make a flurry of blows as a full attack. When making a flurry of blows, the monk can make one additional attack at their highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of their unarmed strikes and weapons that have the monk special weapon quality. They take no penalty for using multiple weapons when making a flurry of blows, but they do not gain any additional attacks beyond what's already granted by the flurry for doing so. (They can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at their highest base attack bonus whenever they use flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
At 3rd level, a monk gains a +10 enhancement bonus to their base speed. A monk in armor or carrying a medium or heavy load loses this extra speed. For every 3 levels above 3rd, the bonus improves by 10 feet.
At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
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 their AC bonus, as well as their fast movement and flurry of blows abilities.
At 3rd level, ki strike allows the monks unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, the monk's unarmed attacks are treated as cold iron and silver for the purpose of overcoming damage reduction
At 10th level, the monk's unarmed attacks are treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, the monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
At 20th level, a monk becomes a magical creature. The monk gains damage reduction 10/chaotic, which allows them to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
At 5th level, a monk can learn one type of style strike. Whenever they use flurry of blows, they can designate one of their unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. They must choose which style strike to apply before the attack roll is made. At 15th level, they can designate up to two of their unarmed strikes each round as a style strike, and each one can be a different type.
You know just where to strike to temporarily stun a foe.
You must use this feat before you make your attack (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune
This ability works as Stunning Fist, but it makes the target fatigued for 1 minute on a failed save instead of stunning for 1 round.
This ability works as Stunning Fist, but it makes the target sickened for 1 minute on a failed save instead of stunning for 1 round.
A character can avoid even magical and unusual attacks with great agility. If a character makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless character does not gain the benefit of evasion.
This ability works like evasion, except that while the character still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.
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