Monk: Difference between revisions

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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.  
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.  
 
Monks who travel the planes do so for a variety of reasons, ranging from seeking to restore an ancient artifact to their temple to a much more general quest for enlightenment. The magnificent diversity of the planes lead many monks to adventure, and few return to quiet monastic study without having spent at least some time exploring. Living out a classic paradox, most find both more and less than they anticipate.
 
*'''Before planning on a monk character it is highly suggested to look at the [http://wiki.planarlegends.com/index.php?title=Rules#Prohibited_class_combinations prohibited class combinations].'''


Monks who travel the planes do so for a variety of reasons, ranging from seeking to restore an ancient artifact to their temble to a much more general quest for enlightenment. The magnificent diversity of the planes lead many monks to adventure, and few return to quiet monastic study without having spent at least some time exploring. Living out a classic paradox, most find both more and less than they anticipate.


'''Alignment Restriction''': Any Lawful


'''Hit Die''': d8  
'''Hit Die''': d8  
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'''Class Skills''': Concentration, Craft (all), Decipher Script, Discipline, Escape Artist, Forgery, Knowledge (Arcana, Engineering, Geography, Planes, Psionic, Religion), Heal, Hide, Listen, Lore, Move Silently, Parry, Perform, Persuade, Profession (all), Sense Motive, Tumble  
'''Class Skills''': Concentration, Craft (all), Decipher Script, Discipline, Escape Artist, Forgery, Knowledge (Arcana, Engineering, Geography, Planes, Psionic, Religion), Heal, Hide, Listen, Lore, Move Silently, Parry, Perform, Persuade, Profession (all), Sense Motive, Tumble  


'''Specialty weapon:''' The monk retains his [[unarmed base attack bonus]] when fighting with a [[kama]].
'''Specialty Weapon:''' The monk retains his [https://nwn.fandom.com/wiki/Unarmed_base_attack_bonus unarmed base attack bonus] when fighting with kamas, quarterstaves, shuriken, and katanas. Kamas are also permitted when using [https://nwn.fandom.com/wiki/Flurry_of_blows Flurry of Blows]. (These are the only two instances in which kamas receive special treatment in the hands of monks, though.)
Kamas are also permitted when using (the monk-specific feat) [[flurry of blows]].
 
(These are the only two instances in which kamas receive special treatment in the hands of monks, though.)
'''Alignment''': Any non-chaotic


== Level progression ==
== Level progression ==
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| +2
| +2
| +2
| +2
|align="left"|[[cleave]], [[monk AC bonus]], [[stunning fist]],[[evasion]],<br />[[flurry of blows]], [[improved unarmed strike]]
|align="left"|[https://nwn.fandom.com/wiki/Cleave Cleave], [https://nwn.fandom.com/wiki/Stunning_fist Stunning Fist], [https://nwn.fandom.com/wiki/Improved_unarmed_strike Improved Unarmed Strike]
|4-8
|4-8
| +0
| +0
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| +3
| +3
| +3
| +3
|align="left"|[[deflect arrows]]
|align="left"|Weapon Finesse, [https://nwn.fandom.com/wiki/Deflect_arrows Deflect Arrows], [https://nwn.fandom.com/wiki/Evasion Evasion]
|8-16
|8-16
| +1
| +1
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| +3
| +3
| +3
| +3
|align="left"|[[monk speed]], [[still mind]]
|align="left"|[https://nwn.fandom.com/wiki/Monk_speed Monk Speed], [https://nwn.fandom.com/wiki/Still_mind Still Mind], Monk AC Bonus (Dodge), [https://nwn.fandom.com/wiki/Flurry_of_blows Flurry of Blows]
|12-24
|12-24
| +2
| +2
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| +4
| +4
| +4
| +4
|align="left"|
|align="left"|[https://nwn.fandom.com/wiki/Knockdown Knockdown], [https://nwn.fandom.com/wiki/Improved_knockdown Improved Knockdown]
|16-32
|16-32
| +3
| +3
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| +4
| +4
| +4
| +4
|align="left"|[[purity of body]]
|align="left"|[https://nwn.fandom.com/wiki/Purity_of_body Purity of Body]
|20-40
|20-40
| +3
| +3
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| +5
| +5
| +5
| +5
|align="left"|[[knockdown]], [[improved knockdown]]
|align="left"|[https://nwn.fandom.com/wiki/Wholeness_of_body Wholeness of Body]
|24-48
|24-48
| +4/+1
| +4/+1
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| +5
| +5
| +5
| +5
|align="left"|[[wholeness of body]]
|align="left"|[https://nwn.fandom.com/wiki/Ki_strike Ki Strike] +1
|28-56
|28-56
| +5/+2
| +5/+2
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| +6
| +6
| +6
| +6
|align="left"|[[improved evasion]]
|align="left"|[https://nwn.fandom.com/wiki/Improved_evasion Improved Evasion]
|36-72
|36-72
| +6/+3
| +6/+3
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| +7
| +7
| +7
| +7
|align="left"|[[ki strike]] +1
|align="left"|Ki Strike +2
|40-80
|40-80
| +7/+4/+1
| +7/+4/+1
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| +7
| +7
| +7
| +7
|align="left"|[[diamond body]]
|align="left"|[https://nwn.fandom.com/wiki/Diamond_body Diamond Body]
|44-88
|44-88
| +8/+5/+2
| +8/+5/+2
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| +8
| +8
| +8
| +8
|align="left"|[[diamond soul]]
|align="left"|[https://nwn.fandom.com/wiki/Diamond_soul Diamond Soul]
|48-96
|48-96
| +9/+6/+3
| +9/+6/+3
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|-align="center"
|-align="center"
|13th
|13th
| +9/+4
| +10/+5
| +8
| +8
| +8
| +8
| +8
| +8
|align="left"|ki strike +2
|align="left"|Ki Strike +3
|52-104
|52-104
| +9/+6/+3
| +10/+7/+4/+1
| +7/+4/+1/+7
| +8/+5/+2/-1/+8
|1d12
|1d12
|1d10
|1d10
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|-align="center"
|-align="center"
|14th
|14th
| +10/+5
| +11/+6/+1
| +9
| +9
| +9
| +9
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|align="left"|
|align="left"|
|56-112
|56-112
| +10/+7/+4/+1
| +11/+8/+5/+2
| +8/+5/+2/-1/+8
| +9/+6/+3/0/+9
|1d12
|1d12
|1d10
|1d10
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|-align="center"
|-align="center"
|15th
|15th
| +11/+6/+1
| +12/+7/+2
| +9
| +9
| +9
| +9
| +9
| +9
|align="left"|[[quivering palm]]
|align="left"|Ki Strike +4
|60-120
|60-120
| +11/+8/+5/+2
| +12/+9/+6/+3
| +9/+6/+3/+0/+9
| +10/+7/+4/+1/+10
|1d12
|1d12
|1d10
|1d10
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|-align="center"
|-align="center"
|16th
|16th
| +12/+7/+2
| +13/+8/+3
| +10
| +10
| +10
| +10
| +10
| +10
|align="left"|ki strike +3
|align="left"|
|64-128
|64-128
| +12/+9/+6/+3
| +13/+10/+7/+4/+1
| +10/+7/+4/+1/+10
| +11/+8/+5/+2/-1/+11
|1d20
|1d20
|2d6
|2d6
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|-align="center"
|-align="center"
|17th
|17th
| +12/+7/+2
| +14/+9/+4
| +10
| +10
| +10
| +10
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|align="left"|
|align="left"|
|68-136
|68-136
| +12/+9/+6/+3
| +14/+11/+8/+5/+2
| +10/+7/+4/+1/+10
| +12/+9/+6/+3/0/+12
|1d20
|1d20
|2d6
|2d6
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|-align="center"
|-align="center"
|18th
|18th
| +13/+8/+3
| +15/+10/+5
| +11
| +11
| +11
| +11
| +11
| +11
|align="left"|[[empty body]]
|align="left"|Empty Body
|72-144
|72-144
| +13/+10/+7/+4/+1
| +15/+12/+9/+6/+3
| +11/+8/+5/+2/-1/+11
| +13/+10/+7/+4/+1/+13
|1d20
|1d20
|2d6
|2d6
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|-align="center"
|-align="center"
|19th
|19th
| +14/+9/+4
| +16/+11/+6
| +11
| +11
| +11
| +11
| +11
| +11
|align="left"|
|align="left"|Ki Strike +5
|76-152
|76-152
| +14/+11/+8/+5/+2
| +16/+13/+10/+7/+4/+1
| +12/+9/+6/+3/+0/+12
| +14/+11/+8/+5/+2/-1/+14
|1d20
|1d20
|2d6
|2d6
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|-align="center"
|-align="center"
|20th
|20th
| +15/+10/+5
| +17/+12/+7
| +12
| +12
| +12
| +12
| +12
| +12
|align="left"|[[perfect self]]
|align="left"|[https://nwn.fandom.com/wiki/Perfect_self Perfect Self]
|80-160
|80-160
| +15/+12/+9/+6/+3
| +17/+14/+11/+8/+5/+2
| +13/+10/+7/+4/+1/+13
| +15/+12/+9/+6/+3/0/+15
|1d20
|1d20
|2d6
|2d6
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|}
|}


*A monk's [[unarmed base attack bonus]] (UBAB) is still affected by multiclassing. Characters may gain additional attacks by taking a higher [[BAB]] progression class (e.g. [[fighter]] levels), or reduced attacks from taking a lower BAB progression class (e.g. [[wizard]] levels).
*A monk's [https://nwn.fandom.com/wiki/Unarmed_base_attack_bonus unarmed base attack bonus] (UBAB) is still affected by multiclassing. Characters may gain additional attacks by taking a higher BAB progression class, or reduced attacks from taking a lower BAB progression class.
*A monk's UBAB, [[armor class]] bonuses (from wisdom and every 5 levels), and speed are all negated when the monk wears armor other than clothing or uses a shield.
*A monk's UBAB, [https://nwn.fandom.com/wiki/Monk_AC_bonus AC Bonus], and speed are all negated when the monk wears armor other than clothing or uses a shield.
*Monk UBAB now works with Unarmed Attacks, Light Flail, Heavy Crossbow, Light Crossbow, Dagger, Handaxe, Kama, Katana, Quarterstaff, and Sickle
 
'''Changes to Monk AC'''
 
Monk AC from wisdom is now dodge AC.  That maximum combined amount of dodge AC a character can have from all sources is 20.  The "AC Bonus" monks gain based on levels is not affected by this cap.


[[Image:ife x2epmonk.gif|right|Epic monk]]
== Epic monk ==


An epic monk's speed, power, grace, and force of will are unmatched by mortal beings. His powers continue to multiply as he steps away from the mortal shell and accepts an inner tranquility that lesser characters cannot even dream of.
'''Monk Shields and Armor'''


'''Hit die:''' d8
Monks have been modified to maintain the wisdom to AC bonus while wearing non-tower shields in the off-hand, and wearing armor with base AC no greater than 4.  However, this bonus will only function while the monk is wielding a single light flail, handaxe, or club in the main hand; or a two-handed heavy flail.  Wearing shields or armor '''will''' negate the "AC Bonus" monks gain based on their levels.


'''Skill points:''' 4 + int modifier


'''Bonus feats:''' the epic monk gains a bonus feat every five levels after 20th. In other words, at levels 25, 30, 35, and 40.
'''Wholeness of Body'''


'''Special:''' every 3 levels, the monk's movement speed will increase by an additional 10%.
The monk can heal damage equal to their monk level multiplied by their wisdom modifier, with the minimum heal being twice their monk level. This ability has unlimited uses with a 5-minute cooldown.


'''Special AC bonus:''' every 5 levels from 20, the monk's AC will increase by an additional + 1.


'''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]]
'''Empty Body'''


'''Unavailable epic feats:'''
Twice a day, the monk may focus their ki outward into a cocoon of displacement to gain 60% concealment and +2 dodge AC. This ability lasts 1 turn per monk level and is undispellable.
[[automatic quicken spell]], [[automatic silent spell]], [[automatic still spell]], [[bane of enemies]],
[[construct shape]], [[dragon shape]], [[epic spell penetration]],
[[epic spell: dragon knight]], [[epic spell: epic mage armor]], [[epic spell: epic warding]], [[epic spell: greater ruin]], [[epic spell: hellball]], [[epic spell: mummy dust]],
[[epic weapon specialization]], [[great smiting]],
[[improved sneak attack]],
[[lasting inspiration]], [[mighty rage]], [[outsider shape]],
[[planar turning]], [[terrifying rage]], [[thundering rage]], [[undead shape]]
<br />These general [[epic feat]]s cannot be selected when taking a level of monk.


=== Epic monk level progression ===
 
'''Perfect Self'''
 
The character gains immunity to all mind-affecting spells and effects, and reduces damage taken by 10%.
 
== Epic Monk ==


{|border="2" style="background:#efefef; color:#000000; border-collapse:collapse"
{|border="2" style="background:#efefef; color:#000000; border-collapse:collapse"
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| +100%
| +100%
|-align="center"
|-align="center"
|31st
|align="left"|
|124-248
| +6
| +100%
|-align="center"
|32nd
|align="left"|
|128-256
| +6
| +100%
|-align="center"
|33rd
|align="left"|
|132-264
| +6
| +110%
|-align="center"
|34th
|align="left"|
|136-272
| +6
| +110%
|-align="center"
|35th
|align="left"|bonus feat
|140-280
| +7
| +110%
|-align="center"
|36th
|align="left"|
|144-288
| +7
| +120%
|-align="center"
|37th
|align="left"|
|148-296
| +7
| +120%
|-align="center"
|38th
|align="left"|
|152-304
| +7
| +120%
|-align="center"
|39th
|align="left"|
|156-312
| +7
| +130%
|-align="center"
|40th
|align="left"|bonus feat &nbsp;
|160-320
| +8
| +130%
|}
|}
== Prestige class tips ==
* [[Shadowdancer]] is a good choice for a stealthy monk.
* Pious monks may want to consider the [[champion of Torm]].
*[[Red dragon disciple]] provides useful ability score boosts. In addition, the base class (sorcerer or bard) used to qualify for this prestige class opens the use of arcane [[scroll]]s. Bard requires an alignment change, however, although it would bring some additional benefits (e.g. [[bard song]] and [[use magic device]]).
*[[Ranger]] is a useful class when going for 10 attacks per round as it receives full BAB. It also provides the two-weapon feats for free.
* [[Weapon master]] levels will add significant damage due to an increased critical range while using kamas.
* A monk's unarmed attack bonuses work with the [[shifter]]'s (and [[druid]]'s) unarmed shapes.
== Notes ==
*At level 20, monks receive glowing eyes. The color of the glow depends on the character's [[alignment]]: [[good]] glows blue, [[evil]] glows red, and [[neutral]] glows purple. This occurs because in [[pencil-and-paper]], 20th-level monks become [[outsider]]s; however, in NWN, their race does not change.
*Only [[class#multiclassing|multiclass]] monks with at least 4 pre-[[Epic Character|epic]] levels in a class with maximum [[BAB]] can max out the number of [[attacks per round]]. To do this, a multiclass monk will need [[two-weapon fighting]], [[improved two-weapon fighting]], [[haste]], [[flurry of blows]] and wield a [[kama]] in each hand. This will give 10 attacks per round, the most anyone can achieve:
** 16 BAB at level 20 gives 4 main hand attacks per round (at least 4 levels of a full BAB progression class are required before level 20).
** Monk's [[Unarmed Base Attack Bonus|unarmed attack bonus]] with lower requirement for extra attacks adds 2 main hand attacks per round.
** An [[off-hand]] kama adds 1 off-hand attack per round.
** Improved two-weapon fighting adds 1 off-hand attack per round.
** Flurry of blows adds 1 attack per round.
** Haste adds 1 attack per round.
*The cleric spell [[divine power]] raises the character's base attack bonus to that of a fighter of the same level, and grants extra attacks per round as appropriate. This would mean that a monk who had sufficient clerical levels to cast this spell and who was dual wielding kamas could also reach 10 attacks per round.
*While unarmed monks lack the two off-hand attacks of a dual-wielder, they can effectively reach 9 attacks per round by taking the [[circle kick]] feat. However, circle kick has some problems, as noted in its article.
*Due to the inclusion of AC-enhancing monk-only equipment (like ''robes of the shining hand'' and ''boots of the sun soul''), the [[tumble]] AC bonus, and the monk AC bonuses, monks without armor have a much higher AC than others, putting them on par with warriors.
*NWN has various standard "monk" [[gloves|glove/gauntlet]] items with attack bonuses often coupled with damage bonuses, allowing unarmed attacks combat advantages similar to those available to those wielding [[weapon]]s. However, a monk will notice item-related disadvantages to unarmed combat. Among them:
**Fewer attacks per round are possible than would be wielding kamas (no two-weapon fighting).
**Standard spells which apply enhancements to a weapon (e.g. [[Bless Weapon|bless weapon]], [[Darkfire|darkfire]]) do not apply them to gloves (although some modules alter such spells to allow this).
**Unarmed attackers equip fewer total items, and it is usually more difficult to acquire the same number of desirable item properties on fewer items.
* When larger than the bonus from [[ki strike]], the attack bonus of gloves usable by monks also defines the enchantment level of the unarmed attack in terms of bypassing [[damage reduction (effect)|damage reduction]]. So, for example, while wearing +10 AB gloves, a monk's unarmed attack will ignore X/+10 damage reduction.
*Monks are designed primarily as anti-casters. They can dodge spells, resist spells, and kill people who have low fortitude saves with one hit. They move quickly, reducing the distance between themselves and their target. Their stunning fist stops casters from being able to cast spells for three rounds.
*Monks who also have [[stealth]] can move much faster than [[rogue]]s when in stealth mode. [[Elf|Elven]] monks, with their automatic active [[search]] checks, make for excellent forward scouts.
*There is a tendency among players to confuse "specialty weapon" with "equivalent to unarmed attacks". However, the only special treatment kamas receive is what is stated above: a monk retains his unarmed attack bonus when fighting with a kama. No other unarmed-only ability can be used while fighting with a kama. This includes stunning fist, quivering palm, and ki strike. (Note that the flurry of blows description specifically states that it applies to both unarmed attacks and kamas, so it is not "unarmed-only".)
* Wisdom-based tends to work well for unarmed monks, as it increases the DC of attacks such as quivering palm and stunning fist, though they suffer from lower attack bonuses. The dexterity-based monk tends to work well with a kama as they do not rely on the wisdom-based special attacks. High dexterity in combination with [[weapon finesse]] allows the dexterity-based monk to achieve high attack bonuses (with either kamas or unarmed attacks). The down-side is that single-classed monks are not granted any [[uncanny dodge]] feats. This leaves them vulnerable when caught [[flat-foot]]ed.

Latest revision as of 07:00, 7 December 2023

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.

Monks who travel the planes do so for a variety of reasons, ranging from seeking to restore an ancient artifact to their temple to a much more general quest for enlightenment. The magnificent diversity of the planes lead many monks to adventure, and few return to quiet monastic study without having spent at least some time exploring. Living out a classic paradox, most find both more and less than they anticipate.


Hit Die: d8

Proficiencies: Armor (Robes), Weapons (Monk)

Skill Points: 4 + INT

Class Skills: Concentration, Craft (all), Decipher Script, Discipline, Escape Artist, Forgery, Knowledge (Arcana, Engineering, Geography, Planes, Psionic, Religion), Heal, Hide, Listen, Lore, Move Silently, Parry, Perform, Persuade, Profession (all), Sense Motive, Tumble

Specialty Weapon: The monk retains his unarmed base attack bonus when fighting with kamas, quarterstaves, shuriken, and katanas. Kamas are also permitted when using Flurry of Blows. (These are the only two instances in which kamas receive special treatment in the hands of monks, though.)

Alignment: Any non-chaotic

Level progression

Lvl BAB Saves Feats HP range   Unarmed AB Flurry of blows AB Unarmed damage AC bonus Speed bonus
Fort Ref Will Large/medium Small
1st +0 +2 +2 +2 Cleave, Stunning Fist, Improved Unarmed Strike 4-8 +0 -2/-2 1d6 1d4 - -
2nd +1 +3 +3 +3 Weapon Finesse, Deflect Arrows, Evasion 8-16 +1 -1/-1 1d6 1d4 - -
3rd +2 +3 +3 +3 Monk Speed, Still Mind, Monk AC Bonus (Dodge), Flurry of Blows 12-24 +2 +0/+0 1d6 1d4 - +10%
4th +3 +4 +4 +4 Knockdown, Improved Knockdown 16-32 +3 +1/+1 1d8 1d6 - +10%
5th +3 +4 +4 +4 Purity of Body 20-40 +3 +1/+1 1d8 1d6 +1 +10%
6th +4 +5 +5 +5 Wholeness of Body 24-48 +4/+1 +2/-1/+2 1d8 1d6 +1 +20%
7th +5 +5 +5 +5 Ki Strike +1 28-56 +5/+2 +3/+0/+3 1d8 1d6 +1 +20%
8th +6/+1 +6 +6 +6 32-64 +6/+3 +4/+1/+4 1d10 1d8 +1 +20%
9th +6/+1 +6 +6 +6 Improved Evasion 36-72 +6/+3 +4/+1/+4 1d10 1d8 +1 +30%
10th +7/+2 +7 +7 +7 Ki Strike +2 40-80 +7/+4/+1 +5/+2/-1/+5 1d10 1d8 +2 +30%
11th +8/+3 +7 +7 +7 Diamond Body 44-88 +8/+5/+2 +6/+3/+0/+6 1d10 1d8 +2 +30%
12th +9/+4 +8 +8 +8 Diamond Soul 48-96 +9/+6/+3 +7/+4/+1/+7 1d12 1d10 +2 +40%
13th +10/+5 +8 +8 +8 Ki Strike +3 52-104 +10/+7/+4/+1 +8/+5/+2/-1/+8 1d12 1d10 +2 +40%
14th +11/+6/+1 +9 +9 +9 56-112 +11/+8/+5/+2 +9/+6/+3/0/+9 1d12 1d10 +2 +40%
15th +12/+7/+2 +9 +9 +9 Ki Strike +4 60-120 +12/+9/+6/+3 +10/+7/+4/+1/+10 1d12 1d10 +3 +50%
16th +13/+8/+3 +10 +10 +10 64-128 +13/+10/+7/+4/+1 +11/+8/+5/+2/-1/+11 1d20 2d6 +3 +50%
17th +14/+9/+4 +10 +10 +10 68-136 +14/+11/+8/+5/+2 +12/+9/+6/+3/0/+12 1d20 2d6 +3 +50%
18th +15/+10/+5 +11 +11 +11 Empty Body 72-144 +15/+12/+9/+6/+3 +13/+10/+7/+4/+1/+13 1d20 2d6 +3 +60%
19th +16/+11/+6 +11 +11 +11 Ki Strike +5 76-152 +16/+13/+10/+7/+4/+1 +14/+11/+8/+5/+2/-1/+14 1d20 2d6 +3 +60%
20th +17/+12/+7 +12 +12 +12 Perfect Self 80-160 +17/+14/+11/+8/+5/+2 +15/+12/+9/+6/+3/0/+15 1d20 2d6 +4 +60%
  • A monk's unarmed base attack bonus (UBAB) is still affected by multiclassing. Characters may gain additional attacks by taking a higher BAB progression class, or reduced attacks from taking a lower BAB progression class.
  • A monk's UBAB, AC Bonus, and speed are all negated when the monk wears armor other than clothing or uses a shield.
  • Monk UBAB now works with Unarmed Attacks, Light Flail, Heavy Crossbow, Light Crossbow, Dagger, Handaxe, Kama, Katana, Quarterstaff, and Sickle

Changes to Monk AC

Monk AC from wisdom is now dodge AC. That maximum combined amount of dodge AC a character can have from all sources is 20. The "AC Bonus" monks gain based on levels is not affected by this cap.


Monk Shields and Armor

Monks have been modified to maintain the wisdom to AC bonus while wearing non-tower shields in the off-hand, and wearing armor with base AC no greater than 4. However, this bonus will only function while the monk is wielding a single light flail, handaxe, or club in the main hand; or a two-handed heavy flail. Wearing shields or armor will negate the "AC Bonus" monks gain based on their levels.


Wholeness of Body

The monk can heal damage equal to their monk level multiplied by their wisdom modifier, with the minimum heal being twice their monk level. This ability has unlimited uses with a 5-minute cooldown.


Empty Body

Twice a day, the monk may focus their ki outward into a cocoon of displacement to gain 60% concealment and +2 dodge AC. This ability lasts 1 turn per monk level and is undispellable.


Perfect Self

The character gains immunity to all mind-affecting spells and effects, and reduces damage taken by 10%.

Epic Monk

  Lvl   Feats HP range AC bonus Speed bonus
21st 84-168 +4 +70%
22nd 88-176 +4 +70%
23rd 92-184 +4 +70%
24th 96-192 +4 +80%
25th bonus feat 100-200 +5 +80%
26th 104-208 +5 +80%
27th 108-216 +5 +90%
28th 112-224 +5 +90%
29th 116-232 +5 +90%
30th bonus feat 120-240 +6 +100%