(Fluff)
(Note: Spellcasting is the cleric's spell list, paladin progression and mana per day.)

Adventures: (Fluff)
Characteristics: (Fluff)
Alignment: (Fluff)
Religion: (Fluff)
Background: (Fluff)
Races: (Fluff)
Other Classes: (Fluff)

Game Rule Information

Monks have the following game statistics.
Abilities: .
Alignment: Any.
Hit Die: d8.
Starting Gold: 5d4
Starting Age: Complex.
Experience: Complex.

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), Iaijutsu Focus (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Level: 6 + Int modifier

Level
Base Attack Bonus
Defense
Bonus
Rep
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st
+1
+2
+0
+2
+2
+2
Bonus feat, flurry of blows, spirit fighter.
2nd
+2
+3
+0
+3
+3
+3
Bonus feat, evasion
3rd
+3
+3
+0
+3
+3
+3
Still mind, enhanced speed
4th
+4
+4
+1
+4
+4
+4
Spellcasting, slow fall 20 ft., +1 unarmed enhancement
5th
+5
+4
+1
+4
+4
+4
Purity of body, tongue of the sun and moon
6th
+6
+5
+1
+5
+5
+5
Bonus feat, slow fall 30 ft., school ability
7th
+7
+5
+1
+5
+5
+5
Wholeness of body
8th
+8
+6
+2
+6
+6
+6
Slow fall 40 ft,. +2 unarmed enhancement
9th
+9
+6
+2
+6
+6
+6
Improved evasion
10th
+10
+7
+2
+7
+7
+7
Bonus feat, slow fall 50 ft.
11th
+11
+7
+2
+7
+7
+7
Diamond body, greater flurry.
12th
+12
+8
+3
+8
+8
+8
Abundant step, slow fall 60 ft.
13th
+13
+8
+3
+8
+8
+8
Diamond soul.
14th
+14
+9
+3
+9
+9
+9
Bonus feat, slow fall 70 ft.
15th
+15
+9
+3
+9
+9
+9
Quivering palm
16th
+16
+10
+4
+10
+10
+10
Slow fall 80 ft., +4 unarmed enhancement
17th
+17
+10
+4
+10
+10
+10
Timeless body.
18th
+18
+11
+4
+11
+11
+11
Bonus feat, slow fall 90 ft.
19th
+19
+11
+4
+11
+11
+11
Empty body.
20th
+20
+12
+5
+12
+12
+12
Perfect self, slow fall any distance, +5 unarmed enhancement.

Class Features

All of the following are class features of the monk base class.
Starting Feats: Monks receive Weapon Group (Unarmed), Combat Martial Arts, Defensive Martial Arts, and four bonus feats at 1st level. Characters who multiclass into monk receive the proficiency and either Combat Martial Arts or Defensive Martial Arts (instead of none of these feats as is usually the case with multiclassing).
A monk may choose to substitute Brawl or Improved Grapple for Combat Martial Arts.

Flurry of Blows (Ex): When unarmored or in light armor and unencumbered, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table 3–10: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action (see page 143) to strike with a flurry of blows.
When using flurry of blows, a monk may attack with unarmed strikes or with any monk weapons she wields. A monk dual-wielding treats her flurry of blows as an offhand weapon (in addition to the actual off-hand weapon).
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows
routine to do so. For example, an 8th-level monk could make two attacks with the quarterstaff (one
with each end) at a +5 attack bonus and one with an unarmed strike at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike each at a +5 attack bonus, and with the other
end of the quarterstaff at a +0 attack bonus, or she could attack with one end of the quarterstaff and
one unarmed strike at a +5 attack bonus each, and with the other end of the quarterstaff at a +0 attack bonus. She cannot, however, wield any other weapon at the same time that she uses a quarterstaff.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
A monk may use her flurry of blows ability unarmed or with any weapon she is proficient in.

Spirit Fighter: A monk who is wearing no armor or light armor and is carrying no heavier than a light load may add his Wisdom bonus to his AC. Likewise, if he is fighting unarmed or wielding a monk weapon, he adds his Wisdom bonus to his attack rolls.

Bonus Feat: At 1st level, 2nd level, and every fourth level thereafter, the monk gains a bonus feat selected from one the following lists:
  • Cobra Strike: Monks of the Cobra Strike school specialize in agility and defense, making herself hard to pin down and forcing the enemy to fight on her terms - Combat Throw, Dodge, Elusive Target, Lightning Reflexes, Mobility, Spring Attack, Unbalance Opponent. A monk of the Cobra Strike school gains Escape Artist as a bonus class skill.
  • Denying Stance: The Denying Stance monk seeks to neutralize an opponent's maneuvers, thwarting him at every turn until he becomes so frustrated that he makes a crucial error - Improved Grapple, Combat Expertise, Combat Reflexes, Combat Throw, Elusive Target, Improved Combat Throw, Improved Disarm, Improved Trip, Unbalance Opponent. Monks of the Denying Stance school gain a +2 bonus on Tumble checks.
  • Hand and Foot: Students of the Hand and Foot style use their appendages for both offense and defense - Advanced Combat Martial Arts, Combat Throw, Deflect Arrows, Improved Trip, Roundabout Kick. Monks of the Hand and Foot gain a +2 bonus on Balance checks.
  • Invisible Eye: Monks of the Invisible Eye rely on their non-visual senses to aid them in combat - Alertness, Blind-Fight, Combat Reflexes, Lightning Reflexes. A monk of the Invisible Eye gains a +2 bonus on Listen checks.
  • Overwhelming Attack: Monks in the Overwhelming Attack style always press the advantage, preferring a showy display of all-out offense to any form of defense - Advanced Combat Martial Arts, Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack, Reckless Offense, Roundabout Kick. A monk of the Overwhelming Attack school gains Intimidate as a class skill and a +2 bonus on Intimidate checks.
  • Passive Way: The Passive Way focuses on making your opponent overreach himself or underestimate you - Combat Expertise, Combat Throw, Improved Combat Throw, Improved Trip, Improved Feint, Unbalance Opponent. A monk of the Passive Way gains Bluff as a class skill.
  • Sleeping Tiger: The Sleeping Tiger style mixes smooth motions with powerful strikes, favoring a quick, first-strike approach - Advanced Combat Martial Arts, Brawl, Improved Brawl, Improved Combat Martial Arts, Improved Initiative, Improved Sunder, Roundabout Kick, Streetfighting, Weapon Finesse. Sleeping Tiger monks gain a +2 bonus on Iaijutsu Focus checks.
  • Undying Way: Monks of the Undying Way believe in patience above all else, working to outlast their opponent by means of superior endurance - Brawl, Diehard, Endurance, Great Fortitude, Improved Brawl, Improved Knockout Punch, Iron Will, Knockout Punch, Toughness. Monks of the Undying Way gain a +2 bonus on Concentration checks.
  • All Dojos: Combat Martial Arts, Defensive Martial Arts, Deflect Arrows, Improved Combat Martial Arts, Stunning Fist (the monk need not meet the BAB prerequisites),
A monk can only belong to one dojo at a time, chosen when he takes the first level of the monk class.
Note: These feat lists are not all-inclusive.

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 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects, since her meditation and training improve her resistance to mind-affecting attacks.

Fast Movement: Through rigorous physical conditioning, the monk is able to push her body harder than others of her race. At 3rd level and every three levels thereafter, she gains a +10 ft enhancement bonus to her movement (all types). These bonuses stack with each other. A monk in medium or heavy armor or carrying a medium or heavier load loses this extra speed.

Slow Fall (Ex): At 4th level or higher, a monk can use her knowledge of her body to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow her fall (that is, to reduce the effective distance of the fall) improves with her monk level until at 20th level she can fall any distance without harm.

Unarmed Enhancement (Su): The monk's unarmed attacks and natural weapons (if any) receive a +1 enhancement bonus at 4th level. This bonus improves by 1 every four levels, to a maximum of +5 at 20th level.

Purity of Body (Ex): At 5th level, a monk gains control over her body's immune system. She gains immunity to all diseases including supernatural and magical diseases (such as mummy rot and lycanthropy).

Tongue of the Sun and Moon (Ex): A monk of 5th level or higher can speak with and understand any living creature.

School Ability (Ex): The monk gains an ability based on his school at 6th level.
  • Cobra Strike: The monk gains a +1 dodge bonus to Armor Class and a +2 bonus on grapple checks.
  • Denying Stance: When fighting defensively, the monk gains a +2 bonus on grapple checks and disarm attempts.
  • Hand and Foot: The monk gains a +2 bonus on attacks of opportunity made against an opponent attempting to bull rush or trip him, and a +4 bonus on Dexterity or Strength checks to avoid being bull rushed or tripped.
  • Invisible Eye: When unarmed and fighting defensively or using the total defense action, the monk gains blindsight at a radius of 5 x her Wisdom bonus. Her dodge bonus to AC for defensive tactics (fighting defensively, Combat Expertise, total defense) increases by 1.
  • Overwhelming Attack: If the monk has used Intimidate to demoralize an opponent at any time within the previous 10 rounds, he gains a +4 bonus on Strength checks made to overrun or bull rush that opponent.
  • Passive Way: The monk gains a +4 bonus on Strength checks made to trip an opponent who is denied his Dexterity bonus to Armor Class.
  • Sleeping Tiger: The monk gains +1d6 sneak attack damage, usable 1/round. This is subject to the normal restrictions and limitations of sneak attack.
  • Undying Way: When fighting defensively, using Combat Expertise, or using the total defense action, the monk gains damage reduction */- equal to the AC bonus granted plus her Wisdom bonus.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She gains a pool of 2d8 healing per level, renewed each day, and she can spread these dice out among several uses. The monk adds her Wisdom bonus (if any) to each use of this healing ability. Use of this ability requires a moment's meditation, a full-round action that provokes an attack of opportunity. Thus, a 7th-level monk has fourteen eight-sided dice to use for healing.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, by spending an action point. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her monk level + 10. In order to affect the monk with a spell, a hostile spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance, page 177) that equals or exceeds the monk’s spell resistance. Unlike normal spell resistance, the monk may raise and lower her spell resistance as a free action or as a reaction.

Quivering Palm (Su): Starting at 15th 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 an encounter, 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 + 1/2 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.

Timeless Body (Ex): Upon attaining 17th 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, however, remain in place. Bonuses still accrue, and the monk will never die of age.

Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes something more than human. She is forevermore an outsider (native) with the augmented subtype. For instance, charm person does not affect her, while enlarge person would. This transformation grants the monk an increased understanding of the self and the universe, increasing her Wisdom and Charisma scores by 6 points. Additionally, the monk gains damage reduction 10/+5 (silver). Evil monks gain DR 10/+5 (silver and good), while good monks gain DR 10/+5 (silver and evil). Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type, though she must still eat, sleep, and breathe.