Rebalanced Monk

Level BAB Fort Ref Will Class Features Flurry of Blows Attack Bonus Unarmed Damage AC Bonus Unarmored Speed Bonus
1 + 0 +2 +2 +2 AC Bonus, Improved Unarmed Strike, Flurry of Blows, Enlightened Strike – 2/- 2 1d6(M) +0 +0’
2 + 1 +3 +3 +3 Bonus Feat, Evasion – 1/- 1 1d6(M) +0 +0’
3 + 2 +3 +3 +3 Combat Insight, Still Mind + 0/+ 0 1d6(M) +0 +10’
4 + 3 +4 +4 +4 Ki Strike (magic), Slow Fall (20’) + 1/+ 1 1d8(M) +0 +10’
5 + 3 +4 +4 +4 Purity of Body + 2/+ 2 1d8(M) +1 +10’
6 + 4 +5 +5 +5 Bonus Feat, Storm of Blows, Slow Fall (30’) + 3/+ 3 1d8(M) +1 +20’
7 + 5 +5 +5 +5 Wholeness of Body, Ki Strike (cold iron) + 4/+ 4 1d8(M) +2 +20’
8 + 6/+ 1 +6 +6 +6 Ki Reinforce, Slow Fall (40’) + 5/+ 5/+ 0 1d10(M) +2 +20’
9 + 6/+ 1 +6 +6 +6 Improved Evasion + 6/+ 6/+ 1 1d10(M) +3 +30’
10 + 7/+ 2 +7 +7 +7 Ki Strike (lawful), Slow Fall (fly 1/encounter) + 7/+ 7/+ 2 1d10(M) +3 +30’
11 + 8/+ 3 +7 +7 +7 Diamond Body + 8/+ 8/+ 8/+ 3 1d10(M) +4 +30’
12 + 9/+ 4 +8 +8 +8 Abundant Step, Slow Fall (fly 2/encounter) + 9/+ 9/+ 9/+ 4 2d6(M) +4 +40’
13 + 9/+ 4 +8 +8 +8 Diamond Soul, Ki Strike (Ghost Touch) + 9/+ 9/+ 9/+ 4 2d6(M) +5 +40’
14 + 10/+ 5 +9 +9 +9 Slow Fall (fly 3/encounter) + 10/+ 10/+ 10/+ 5 2d6(M) +5 +40’
15 + 11/+ 6/+ 1 +9 +9 +9 Quivering Palm + 11/+ 11/+ 11/+ 6/+ 1 2d6(M) +6 +50’
16 + 12/+ 7/+ 2 +10 +10 +10 Ki Strike (adamantine), Slow Fall (fly 4/encounter) + 12/+ 12/+ 12/+ 7/+ 2 2d8(M) +6 +50’
17 + 12/+ 7/+ 2 +10 +10 +10 Timeless Body, Tongue of the Sun and Moon, Diamond Soul (rebound) + 12/+ 12/+ 12/+ 7/+ 2 2d8(M) +7 +50’
18 + 13/+ 8/+ 3 +11 +11 +11 Slow Fall (fly 5/encounter) + 13/+ 13/+ 13/+ 8/+ 3 2d8(M) +7 +60’
19 + 14/+ 9/+ 4 +11 +11 +11 Empty Body + 14/+ 14/+ 14/+ 9/+ 4 2d8(M) +8 +60’
20 + 15/+ 10/+ 5 +12 +12 +12 Perfect Self, Slow Fall (fly 6/encounter) + 15/+ 15/+ 15/+ 10/+ 5 2d10(M) +8 +60’

Alignment: Non-chaotic
Hit Die: d8
Class Skills (6 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (Arcana), Knowledge (Religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

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

AC Bonus (Ex): When unarmored and unencumbered, 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 two monk levels thereafter (2 at 7th, +3 at 9th, and +4 at 11th level, etc).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex): 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. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: 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 to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

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.

Greater Flurry
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.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on the above table. The unarmed damage listed above is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage, as appropriate for size increase/decrease.

Enlightened Strike (Ex): At 1st level, a monk gains the ability to perform an enlightened strike. You must declare an enlightened strike prior to rolling an attack (thus a failed attack roll ruins the attempt, but still expends a use). A monk’s enlightened strike may be a Stunning Fist or Immobilizing Fist. A monk may attempt an enlightened strike a number of times per day equal to her monk level plus one more time per day for every four levels she has in classes other than monk, but no more than once per round.

Stunning Fist
A foe damaged by a monk’s stunning fist must make a Fortitude saving throw (10 + 1/2 your character level + Wis modifier), in addition to taking damage normally, or be stunned for one round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Immobilizing Fist
A foe damaged by a monk’s stunning fist must make a Reflex saving throw (10 + 1/2 your character level + Wis modifier), in addition to taking damage normally, or have its movement speed reduced by 30’ for one round.

Bonus Feat (Ex): At 2nd level, and again at 6th level, a monk may select a bonus feat from the list of fighter bonus feats.

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.

Combat Insight (Ex): Starting at 3rd level, and at every 3 levels thereafter, a monk gains a +1 insight bonus on Attacks of Opportunity, Disarm, Grapple and Trip attempts, to a maximum of +6 at level 18. Additionally, whenever the monk succeeds at a Disarm, Grapple, or Trip attempt, she may make a free attack against that foe (at her highest attack bonus). This attack isn’t considered an attack of opportunity.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Su): Beginning at 3rd level, whenever a monk is subject to an [Enchantment] effect by failing a saving throw, she may delay the effect for a number of rounds equal to her Wisdom modifier or 4, whichever is lower, after which she is affected normally, as if the effect began at that point.

Ki Strike (Su): 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. At 7th level her unarmed attacks are also treated as cold iron for the purpose of dealing damage to creatures with damage reduction. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 13th level the monks unarmed strikes gain the “ghost touch” weapon property. This property may be suppressed or resumed at will, as a standard action. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Su):
At 4th level and higher, a monk masters the art of slow falling and ultimately learns how to defy gravity for short bursts. At 4th level, a monk takes damage as if her fall were 20 feet shorter. The monk’s ability to slow fall (that is, to reduce the effective distance of a fall) improves with her monk level as shown above, until at 10th level she can, as an immediate action, gain a fly speed once per encounter for one round. Her fly speed is equal to 1/2 of the monk’s base land speed. This ability is usable once per encounter at 10th level and one additional time at every even level thereafter (Twice at level 12, three times at level 14, etc).

Purity of Body (Ex): At 5th level, a monk gains immunity to all poisons and diseases except for supernatural and magical diseases.

Storm of Blows (Ex): At 6th level, as a full-round action, a monk can move between attacks in a flurry of blows. She can move up to her base speed and make one full Flurry of Blows attack. She must move at least 5’ before the first attack and 5’ after the last attack in order to use this ability.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to four times her current monk level each day, and she can spread this healing out among several uses. Each use is a standard action. Additionally, at 11th level and higher the monk may spend 5 points from this pool to heal 1 point of ability damage or 20 points to remove a negative level.

Ki Reinforce (Su): Starting at 8th level, three times per day, a monk can make a Concentration check as a swift action to imbue her attacks with force damage for one minute. The amount of additional force damage is based on the Concentration check, as outlined below:

Check result Bonus Damage
15 or below +1d6
16-25 +2d6
26-30 +3d6
31-35 +4d6
36 or above +5d6

If the Concentration check is 36 or above, any foe struck by the monk’s Ki reinforced attack must make a Fortitude saving throw (10 + 1/2 monk level + Wis modifier) or be knocked prone.

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, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk gains immunity to Blindness, Deafness, Exhaustion, Fatigue, Nauseated, Petrified, Stunned, Sickened, and can ignore the effects of being staggered or unconscious (effectively gaining the die hard feat but without allowing it to qual for other feats)

Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day per point of Wisdom bonus. 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 current monk level + 11. 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.

At 17th level, a monk may, as an immediate action, rebound any spell cast upon her that fails to overcome her spell resistance. In order to rebound a spell, the monk must be included in the targets for the spell, not just the area of effect.

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 per day, 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 + ½ 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 still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.

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. Activating this ability is a swift action.

Perfect Self: At 20th level, a monk obtains a level of mental, spiritual and physical perfection. This manifests itself in a number of ways – Her type changes to Outsider (Lawful). Her native plane becomes whatever plane the monk is on when she obtains 20th level. Do not rework hit points, BAB, or saves. Unlike other outsiders, a monk may be brought back to life as if she was a member of her previous race. Additionally, a monk has no maximum age and will not die due to the effects of aging. She gains DR 10/Chaotic and Silver. She also gains a number of additional abilities as outlined below.

Enlightened One (Sp)
You may radiate an immaculate light to a range of 60ft as a standard action. This grants you total concealment and lasts 4 rounds. This is a visual effect that is not bypassed by true seeing. However, creatures who do not rely on sight are unaffected by this power. This effect may be dispelled by a darkness spell of 7th level or higher. You may use this ability a number of times per day equal to your wisdom modifier.

Awe of Perfection (Su)
You emit a calming aura. This functions as the sanctuary spell (DC 10 + monk level + Wisdom modifier). Constructs, Elementals, Mindless Undead, Outsiders, and any creature without a maximum age (or otherwise defined as immortal) are immune to your calming aura. You may suppress or resume this aura as a Swift action.

Immunity to Magic (Ex)
A 20th level monk is immune to any spell or spell-like ability that allows spell resistance. She may, as a full-round action, suppress this ability and resume her Diamond Soul spell resistance and rebound ability, or suppress both abilities. Reactivating either ability requires a swift action.

Walk the Path (Su)
As a full-round action, a monk may plane shift up to twice per day. This ability affects only the monk, but otherwise functions as the spell. While on a plane that is not her native plane, a monk is immune to any harmful environmental effects, except strongly-chaos-aligned.

Rebalanced Monk

Corrupted Vessels ixelan