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 oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Alignment Restrictions: Any lawful.
Hit Die: d8.
Proficiencies: Proficient with club, dagger, handaxe, light crossbow, heavy crossbow, kama, quarterstaff, shuriken, and sling.
Skill Points: (*4 at 1st level): 4 + Int Modifier.
Bonus Feats: The epic monk gains a bonus feat every five levels after 20th
Special: Every 3 levels, the monk’s movement speed will increase by an additional 10%
Epic Monk Bonus Feats: Armor Skin, Damage Reduction, Energy Resistance, Epic Toughness, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Self-Concealment
Bonus Feats The monk receives several feats for free, from the standard feat list. They gain Improved Unarmed Strike and Stunning Fist at 1st level. At 2nd level they receive Deflect Arrows, and at 6th level, Knockdown and Improved Knockdown.
Specialty Weapon The monk retains his unarmed attack bonus when fighting with a kama.
Monk Armor Class Bonus Monks add both their wisdom modifier and their dexterity modifier to their armor class.
Flurry of Blows The monk receives an extra attack per round when fighting unarmed or with a kama. Gained: 1st level. Use: Selected. Penalties: The monk suffers a -2 penalty to all attack rolls made as part of a flurry of blows.
Evasion Monks are able to escape potentially deadly situations. Gained: 1st level. Use: Automatic. Bonuses: In situations where a successful Reflex saving throw would allow others to take half damage, the monk escapes unscathed.
Purity of Body Monks are immune to common diseases. Gained: 5th level. Use: Automatic. Bonuses: Immune to disease.
Wholeness of Body The monk is capable of healing his wounds. Gained: 7th level. Use: Selected. Once per day. Bonuses: Restore a number of hit points equal to twice the character’s level.
Improved Evasion The monk gains a superhuman ability to avoid danger. Gained: 9th level. Use: Automatic. Bonuses: In situations where a successful Reflex saving throw would allow others to take half damage, the character escapes unscathed on a successful save and takes only half damage even if the saving throw fails.
Ki Strike When attacking creatures with the damage reduction ability, the character’s unarmed attack is treated as a weapon with an enhancement bonus. Gained: 10th level. Use: Automatic. Bonuses: Equivalent to a +1 enhancement bonus at 10th level, +2 bonus at 13th level, +3 bonus at 16th level.
Diamond Body Through meditation and control over his body, the disciplined monk eventually becomes immune to all natural and most magical poisons. Gained: 11th level. Use: Automatic. Bonuses: Immunity to poison.
Diamond Soul Ki, the spiritual energy that powers the monk, eventually develops into a force that is capable of repelling all but the most determined magic attacks. Gained: 12th level. Use: Automatic. Bonuses: Spell resistance equal to the character’s level + 10.
Quivering Palm Harnessing his ki, the monk is able to deliver quick death with an unarmed strike. Gained: 15th level. Use: Selected. Once per day. Bonuses: If the attack succeeds and does damage, the target must make a Fortitude save (DC 10 + 1/2 the monk’s level + the monk’s Wisdom modifier). Failure results in the target’s immediate death.
Empty Body Mastering his ki can allow the monk to fade from sight. Gained: 18th level. Use: Selected. Twice per day. Bonuses: The monk gains 50% concealment.
Perfect Self So complete is the monk’s mastery over his body and spirit that he becomes a supernatural being, able to shrug off ordinary weapons and many spells. Gained: 20th level. Use: Automatic. Bonuses: Immune to all mind-affecting spells; gains damage reduction 20/+1.
Falling Damage - MONKS here gain reduced falling damage.
Flying Leap Attacks - Monks can engage in flying leaps to attack others.
Hidden Trails - Monks can find and use hidden trails, and even aid their party in their use.
Meditation - Monks can meditate which will restore HIT POINTS and FATIGUE.
Rest - Monks are able to rest without gear.
RP Tips and In GameEdit
Advice on how this class works in A.R