Monk

<color=Gold>**Monk**</color>

The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. Though a monk casts no spells, she has a magic of her own. She channels a subtle energy, called *ki,* which allows her to perform amazing feats. The monk's best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows her to dodge an attack even if she is not consciously aware of it. As a monk gains experience and power, her mundane and *ki*-oriented abilities grow, giving her more and more power over herself and, sometimes, over others.

<color=Gold>Class Features:</color>

- **Alignment Restrictions:** Any lawful - a monk's training requires strict discipline.

- **Hit Die:** d8

- **Base Attack Bonus:** Medium.

- **High Saves:** All.

- **Weapon Proficiencies:** Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, kama, quarterstaff, shuriken, and sling.

- **Armor Proficiencies:** Monks are not proficient with any armor or shields - in fact, many of the monk's special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

- **Skill Points:** 4 + Int modifier per level, x4 at first level.

- **Class Skills:** Concentration, Craft Alchemy/Weapon/Trap/Armor, Diplomacy, Heal, Hide, Listen, Lore, Move Silently, Parry, Spot, and Tumble.

- **Monastic Path:** Starting at character creation, a Monk chooses their path in life. This path may never be deviated from, as a Monk must maintain strict discipline to master their chosen path. A Monk may stray into a whole new way of life and choose another class, but in doing so they will lose many benefits for having lacked the discipline to stay with the Monk's monastic code.

- **Flurry of Blows:** When unarmored, 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. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, quarterstaff, and shuriken).

- **Unarmed Strike:** At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.

- **Stunning Fist:** At 1st level, a monk gains Stunning Fist as a bonus feat.

- **AC Bonus:** At 1st level a monk has a sixth sense that lets her avoid even unanticipated attacks. When unarmored or wearing cloth, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, +4 at 20th, +5 at 25th, and +6 at 30th level). She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield. **This bonus is capped at 1 per level of Monk.**

- **Deflect Arrows:** A monk of 2nd level or highter can attempt to deflect one incoming missile attack per round. This is treated as a reflex save made against a difficulty class of 20. As long as the monk is not caught flat-footed, the chance to deflect an arrow is automatically applied to the first missile attack in any given round.

- **Evasion:** A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.

- **Fast Movement:** At 3rd level, a monk gains an enhancement bonus to her speed. A monk in armor (even light armor) loses this extra speed.

- **Still Mind:** At 3rd level or higher, monks gain a +2 bonus on saving throws against spells and effects from the school of enchantment, since his meditation and training improve his resistance to mind-affecting attacks.

- **Purity of Body:** At 4th level, a monk gains gains immunity to all diseases.

- **Improved Evasion:** 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.

- **Diamond Body:** At 11th level, a monk gains immunity to poisons of all kinds.

- **Greater Flurry:** At 11th level, a monk receives a second extra attack when using Flurry of Blows with unarmed strikes or his special monk weapons.

- **Diamond Soul:** At 13th level, a monk gains spell resistance equal to her current monk level + 13.

- **Uncanny Dodge:** At 15th level the Monk gains Uncanny Dodge. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

- **Perfect Self:** At 20th level, a Monk has achieved a perfect state of body and mind. She gains +2 HP per level, +2 to all of her saving throws, and DR 5/- (stacks with all other damage reduction from classes and feats).

Path of the Chi Fist

What most people think of when picturing a monk, these martial artists learn to use their hands and feet for both offense and defense. There is little more subtle and beautiful than one who has mastered their body, turning it into a means to defend themselves and others they care for.

**Variant Features:**

- <C=red>**Code of Conduct:**</C> The Stone Fist Monk has forsworn the use of weapons. Whenever a Stone Fist Monk equips any weapon they suffer a -8 attack penalty.

- **Knockdown:** At 2nd level the Stone Fist Monk gains the Knockdown feat, even if they do not normally qualify for it. At 6th level they gain the Improved Knockdown feat.

- **Ki Strike:** At 4th level, a monk's unarmed attacks are empowered with *ki.* Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. *Ki* strike improves with the character's monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16.

- **Increased Unarmed Damage:** Starting at 4th level and every 4 levels thereafter, the damage dealt by the Chi Fist Monk's unarmed attacks increases. They gain 2 additional damage as Slashing to all attacks. This bonus increases to 3 at 8th level, 4 at 12th level, 5 at 16th level, 6at 20th level, 8 at 24th level, and 10 at 28th level. This damage is in addition to base monk attack damage.

- **Chi Shield**: At 10th level, the intense meditation continues, as does the growth of the Stone Fist's power. By this point, the meditation begins to harden their body, imbuing her with supernatural toughness. The Chi Fist Monk gains an AC bonus to her armor equal to 2/3 of her combined Strength and Wisdom modifiers (rounded down) up to a maximum of 12 (doesn't stack with other Armor AC enchantments).

- **Enhanced Unarmed Strike:** A Chi Fist Monk’s base attack bonus becomes High instead of Medium starting at 16th level. This change is increases the Monk's base attack bonus, and continues every level thereafter, up to a maximum of 26 base attack bonus.

- **Concussive Sweep:** At 18th level the Chi Fist monk gains a special attack which unleashes concussive force all around them. All creatures in this area take the damage of the Monk’s normal unarmed attack and are subject to a knockdown attempt. Furthermore, all enemies struck must succeed on a Fortitude save (DC 10 + 1/2 Monk levels + Strength Modifier) or be defeaned for 3 rounds. This ability has an 18 second cooldown.

- **Chi Mastery:** At 21st level the Chi Fist Monk gains a large bonus to the benefits of Perfect Self, increasing the bonuses to +3 HP per level and +4 to all saving throws. In addition, every 2 levels after 20th level grants an additional point of damage reduction, up to DR 10/- at level 30.

Path of the Iron Stave

Unquestioned masters of the quarterstaff, Iron Stave Monks turn an unimposing tool into a weapon as deadly as any sharpened blade or heavy maul. The versatility of the staff and training of the Path of the Iron Stave can turn even the most humble of common folk into a disciplined warrior.

**Variant Features:**

- **Knockdown:** At 2nd level the Iron Stave Monk gains the Knockdown feat, even if they do not normally qualify for it. At 6th level they gain the Improved Knockdown feat.

- **Singing Staff:** At 4th level, a Monk of the Iron Stave has learned how to spin their staff so quickly that it appears to "sing" as it soars around them. The sound follows through to their attacks, causing sonic bursts upon impact. Every successful strike does an additional 1d4 Sonic damage. This improves to 1d6 at 8th level, 1d8 at 12th level, 1d10 at 16th level, 2d6 at 20th level, and 2d8 at 24th level.

- **Perfect Stave:** At 5th level the Monk begins to perfect their combat with staves. They learn how to more easily strike their foes, and gain a +1 bonus to Shield AC when a Quarterstaff is equipped. This bonus increases to +2 at 10th level, +3 at 15th level, +4 at 20th level, +5 at 25th level, and +6 at 30th level. This bonus to AC applies directly to the Monk's Quarterstaff in the form of a Shield AC enchantment and does not stack with other effects that provide Shield AC. This bonus is lost when the Monk is not holding a Quarterstaff.

- **Heavy Blows:** At 8th level, a Monk of the Iron Stave learns how to strike the most vital points of their foe for maximum effect. Any staff they hold is more easily able to land critical blows and gain the Keen property. At 12th level the critical blows gain more force, and their staves gain Massive Critical 2d10.

- **Aura of Impact:** At 10th level the Monk of the Iron Stave channels the energy they infuse into their staff through their entire being. Whenever they are struck in combat the raw power lashes back at their foe, causing bludgeoning damage equal to 1d6 + 1/2 of the Monk's levels.

- **Bojutsu:** At 16th level the Monk has truly mastered their staves. They gain Quarterstaff as their Weapon of Choice while also gaining an additional +1 critical multiplier for their weapon (i.e. x2 becomes x3, x3 becomes x4, etc.). At 24th level, their staff becomes truly the deadliest weapon available to them, as their threat range is increased by 2 when using a Quarterstaff. They also gain high base attack bonus progression going forward, up to a maximum of 26 base attack bonus.

- **Shattering Strike:** At 18th level the Monk of the Iron Stave develops their most potent technique. A single, powerful strike against their foe to cripple their defenses. They strike their foe for weapon damage + Wisdom modifier, and if the strike is successful their foe takes a -4 penalty to AC for 12 seconds. This ability has a 12 second cooldown.

- **Rokushaku Bo:** As the Monk of the Iron Stave's training begins to reach a peak, they learn how to more adeptly avoid the blows of their foes, using their staff to dance and vault around attacks made against them. At 21st level the Iron Bojutsu Monk gains +1 Dodge AC. This Dodge AC bonus improves to +2 at 25th level, and +3 at 30th level.

Path of the Jade Mantis

The Jade Mantis Monk focuses on making as many fast strikes in as short a time as she can, wielding traditional monk weapons such as the kama, or less traditional weapons learned from their past lives, but no matter where they have come from or where they go, the teachings of the Jade Mantis enhance their style forever more.

**Variant Features:**

- **Weapon Finesse:** At 2nd level the Monk gains the Weapon Finesse feat, allowing them to apply their Dexterity bonus to weapon attacks made with light weapons.

- **Two-Weapon Fighting:** At 3rd level the Jade Mantis Monk gains the ability to wield two weapons in tandem. They gain the Two-Weapon Fighting feat, even if they do not meet the requirements. At 10th level this improves to Improved Two-Weapon Fighting. At 18th this further improves to Greater Two-Weapon Fighting.

- **Third-Eye Strikes:** Through intense meditation and training, a Jade Mantis Monk has opened their proverbial third eye, allowing them to see into their foe's movements and deliver more efficient attacks. At 5th level they apply 1/3 of their Wisdom modifier as additional divine damage to their weapon attacks. This further improves to 2/3 of their Wisdom modifier at 13th level, and at 21st level they apply their full Wisdom modifier as divine damage.

- **Twin Slash:** At 6th level the Jade Mantis Monk learns a new technique to strike with both of their weapons at once, delivering a pair of quick strikes to hamper their foe. This attack inflicts weapon damage from both weapons and causes the target to bleed for additional damage over 2 rounds equal to 1/2 the Monk's level per round. At 13th level this ability will strike one additional enemy within 10 feet of the Monk. At 18th level this ability will strike a third enemy within 10 feet. This ability has a 12 second cooldown.

- **Sidestep:** The reaction speed of a Jade Mantis Monk is quite superior to most. Through their training, they learn how to quickly dodge away from incoming projectile attacks. At 8th level the Jade Mantis Monk is considered to be under the effects of a permanent Entropic Shield, granting them a 20% chance to dodge all ranged attacks made against them. At 19th level this improves to 25%. At 30th level this improves to 30%.

- **Precision Strikes:** Beginning at 16th level, the Monk of the Jade Mantis begins to gain full base attack bonus progression. This progression has a maximum of 26 base attack bonus.

- **Blurring Speed:** At 21st level the Jade Mantis Monk gains the ability to push their body to the limits. They gain the ability to act as though they are under the effect of a Displacement spell for as long as their body can endure. This is a toggled mode effect that grants the Monk 50% concealment as the Displacement spell, but they take damage equal to 2/3rd of their character level each round. Pushing the limits comes at a cost.

Path of the Enlightened

Anyone can take up the mantle of a warrior, using fist or weapon to defeat their enemies and defend what they hold dear. It takes a special type of person to forego martial training and turn to healing the sick and wounded. Mastering the art of Chi, the Enlightened Monks restore those who have been most afflicted by war back to health.

**Variant Features:**

- **Enlightened Strike:** An Enlightened Monk loathes violence, and has dedicated their arts to healing the sick and wounded, but they still recognize the need to defend themselves. Their studies allow them to predict the movement of their enemies and gain advantages for both defense and offense. They use their Wisdom modifier(if higher) instead of Strength or Dexterity when making Unarmed attacks.

- **Burst of Chi:** At 2nd level the Enlightened Monk has learned to channel their inner spirit into small bursts of healing. They may heal themselves or a single ally for an amount equal to their levels in the Monk class plus their ranks in the Heal skill and an additional 1d6. This ability has a 20 second cooldown.

- **Restorative Chi:** At 5th level, the Enlightened Monk can channel their chi to remove debilitating effects. This acts as a Lesser Restoration. At 11th level, the effect becomes equivalent to Restoration. This ability has a 1-minute cooldown.

- **Mystic Incense:** At 8th level the Enlightened Monk begin to develop their own distinct Incenses, which are burned in such a way so as to aid their healing arts. They gain a +1 bonus to their Heal skill, improving by +1 every three levels of monk path levels to a maximum of +10 at level 30.

* + Jasmine Incense: Allies gain +1 AB and Damage for every 5 levels of monk path progression.

* + Lotus Incense: Allies gain 10% concealment plus additional concealment equal to your monk path levels.

* + Cherry Blossom Incense: Allies gain +2 Regeneration. This increases by an additional +1 for every 5 path levels of Monk.

- **Wholeness of Body:** At 10th level the Enlightened Monk is capable of healing even the most grievous of injury to their own body. They regenerate +2 HP per round as their body repairs any damage they may have sustained. This regeneration increases to +4 HP per round at level 20, and +6 HP per round at level 30.

- **Empty Body:** At 16th level an Enlightened Monk uses their Chi to help reduce harm to their body while aiding their allies. For five rounds plus their Wisdom modifier, they gain 50% concealment from all attacks made against them. This stacks with any other source of concealment, including Lotus Incense. This ability has a 5 minute cooldown.

- **Waves of Chi:** At 21st level the Enlightened Monk has mastered a new technique that allows them to project their soothing Chi across large distances, healing their allies. They heal all allies around them for double their total Heal skill, divided evenly among their party. This ability lasts for a number of rounds equal to the Enlightened Monk's Wisdom modifier, but no more than 10 rounds. At 26th level this ability also provides the benefit of every single Mystic Incense for the duration. This ability has a 3 minute cooldown.