Monk Class Features/Abilities

Monk Features
Archetype 1
Archetype 2
Archetype 3
Archetype 4
Archetype 5
Archetype 6
Archetype 7

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Monk Proficiencies

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 his AC bonus, as well as his fast movement and flurry of blows abilities.

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Improved Unarmed Strike

You are considered to be armed even when unarmed - you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small).

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Stunning Fist: Sicken

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.

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Ki Power

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 his 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.

 

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Stunning Fist

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 to critical hits cannot be stunned.

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Monk Bonus Feat

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.

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Flurry of Blows

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 his 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 his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He 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 his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

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Ki Pool

At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. 
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his 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. 

 

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Evasion

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.

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Ki Strike - Magic

At 3rd level, ki strike allows the monks unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

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Fast Movement

At 3rd level, a monk gains a +10 enhancement bonus to his 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.

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Stunning Fist: Fatigue

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.

 

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Improved 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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Purity Of Body

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

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Ki Strike - Adamantine

At 16th level, the monk's unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

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Ki Power: Perfect Self

At 20th level, a monk becomes a magical creature. The monk gains damage reduction 10/chaotic, which allows him 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.

 

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AC Bonus

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his 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. 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.

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Unarmed Strike

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, his 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, his 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.

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Ki Strike - Cold Iron and Silver

At 7th level, the monk's unarmed attacks are treate. as cold iron and silver for the purpose of overcoming damage reduction

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Style Strike

At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his 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. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.

 

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Still Mind

At 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects.

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Ki Strike - Lawful

At 10th level, the monk's unarmed attacks are treated as lawful weapons for the purpose of overcoming damage reduction.

Draconic Mettle

At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.

Draconic Heritage

At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of dragon.
Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with the energy specific to this dragon, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level.
At 12th level, a scaled fist can spend 3 points from her ki pool to make a breath weapon attack as a standard action. This breath weapon deals 1d6 points of damage of her energy type per monk level in a 30-foot cone or 60-foot line. Those caught in the area of the breath can attempt a Reflex save (DC = 10 + 1/2 the scaled fist's monk level + her Charisma modifier) to halve the normal damage.

 

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Ki Weapon

At 4th level, as a swift action, a sohei may spend 1 point from his ki pool to grant any weapon he wields (including his unarmed strike) a +1 enhancement bonus on attack and damage rolls, increasing by +1 per four levels after 4th to a maximum bonus of +5 at 20th level, until the end of his next turn.

Devoted Guardian

A sohei gains a bonus on initiative equal to 1/2 his monk level. At 20th level, a sohei's initiative roll is automatically a natural 20.

Monastic Mount

At 1st level a sohei gains a horse as a mount. A sohei may spend 1 point from his ki pool to grant his mount temporary hit points equal to twice his level for 1 hour per level.

 

Wholeness of Body

By spending 2 points from his ki pool, he can heal an amount of damage equal to his monk level.

Abundant Step

At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. He cannot take other creatures with him when he uses this ability.

Diamond Body

Prerequisites: Monk 12
A monk gains immunity to poisons of all kinds.

Diamond Soul

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

A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. The target must make a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier) or die. Using this ability is a standard action that costs 4 ki points.

Perfect Strike

At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

Way of the Bow

At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.

At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.

Zen Archery

At 3rd level, a zen archer may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls when using a bow.

 

Point Blank Master (Ability)

At 3rd level, a zen archer gains Point Blank Master* as a bonus feat, even if he does not meet the prerequisites.

Ki Arrows

At 5th level, a zen archer may spend 1 point from his ki pool as a swift action to change the damage dice of arrows he shoots to that of his unarmed strikes. This lasts until the start of his next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, his arrows deal 1d8 damage until the start of his next turn.

Quarterstaff Damage

At 4th level, in hands of a quarterstaff master all quarterstaves deal damage as if it was one size category larger.

At 12th level, in hands of a quarterstaff master all quarterstaves deal damage as if it was 2 size category larger.

At 20th level, in hands of a quarterstaff master all quarterstaves deal damage as if it was 3 size category larger.

Hard as Stone

At 2nd level, whenever an opponent rolls to confirm a critical hit against a student of stone, treat the student of stone’s AC as +4 higher than normal.

 

Strength of Stone

At 3rd level, a student of stone learns to draw strength from the earth. So long as both he and his opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to his CMD when resisting a bull rush or trip attempt.

Bones of Stone

At 7th level, as a swift action, a student of stone can spend 1 ki point to gain DR 2/magic until the beginning of his next turn.

At 10th level, he can spend 1 ki point to gain DR 2/chaotic until his next turn.

At 15th level, he can spend 1 ki point to gain DR 5/chaotic until his next turn.

Body of Stone

At 9th level, a student of stone gains the benefits of the light fortification armor property.

Soul of Stone

At 12th level, as a swift action, a student of stone can spend 1 ki point to gain tremorsense 15 feet until his next turn.

At 16th level, the range of this tremorsense increases to 30 feet.

 

Stone Self

At 20th level, a student of stone becomes an outsider with the earth subtype. He gains DR 5/chaotic, and tremorsense 20 feet.

 

 

 

 

 

 

 

 

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