Monk

Class summary

 * Alignment: Lawful only


 * Hit die: d8


 * Skill points: (4 + Intelligence modifier) x4 at creation, then 4 + Intelligence modifier at each additional Monk level


 * Class skills:
 * Balance (Dex)
 * Concentration (Con)
 * Diplomacy (Cha)
 * Hide (Dex)
 * Jump (Str)
 * Listen (Wis)
 * Move Silently (Dex)
 * Spot (Wis)
 * Tumble (Dex)


 * Starting Proficiencies:
 * The following simple weapons:
 * Club
 * Dagger
 * Heavy crossbow
 * Light crossbow
 * Quarterstaff
 * Unarmed
 * The following martial weapons:
 * Handaxe
 * The following exotic weapons:
 * Kama
 * Shuriken

Ki
Characters with one or more levels of monk will possess a yellow bar under their HP meter, called the Ki Meter. It displays three numbers.

The first number is the current Ki. The second number is the maximum Ki the monk can acheive. Your base maximum Ki is equal to ten times the character's monk level plus fourty. To that number, you add five times your Wisdom modifier. The third one is written between parentheses and represents the rate at which a monk's Ki regenerates or decays. A rate of (+1) means you're gaining 1 Ki per six seconds, however, a rate of (-2) means you're loosing 2 Ki at every six seconds.

The rate at how much you gain or lose Ki is determinated by your Concentration skill. Concentration is a critical skill for the monk. If your Ki is equal to or less than your Concentration skill, it does not decay. For each multiple of your Concentration skill that it exceeds it by, you receive -1 Ki for every 6 seconds. If your Concentration score is zero or negative, it's treated as if it were 1, which makes retaining Ki difficult.

Gaining Ki
There are different ways to gain Ki. The first is by attacking a monster. In general a melee attack that does more than zero damage will generate 1 Ki and scoring a critical hit will net you 3 Ki. If you are in fire stance you gain 2 Ki instead. Way of the Tenacious Badger allows your monk to gain more Ki while damaging an opponent for as long as the monk is bellow a certain percentage of health and Way of the Elegant Crane increases the Ki a monk will receive when scoring a critical hit. Also, Mountain stance grants Ki on being hit. Ranged attacks will not generate Ki.

The second way to gain Ki is to rest at a Rest Shrine. Your Ki then will reach the maximum substainable amount which is equal to your concentration score. Zoning in or out of a dungeon will have the same effect, just as your buffs reset so does your Ki.

The third way to gain Ki would be to use the Meditation feat which is gained at level two. This will regenerate your Ki based of the monk's wisdom modifier and monk level. While mediating you can go over you centered Ki up to your maximum Ki.

Centered
It is important that a Monk remain centered, which means that he does not wear an armor or a shield, is not heavily encumbered, or is not using a weapon that is not a Monk or Ki related weapon such as Kama, Quarterstaves or Shuriken. A warforged monk remains centered as he is in Composite Plating he does not wear a shield. A monk also remains centered if he is wearing equipment that gives armor bonuses but that are neither armor nor shield, like Black Widow Bracers.

A non centered monk will not be available to perform these abilities:


 * Fast Movement
 * Slow Fall

Additionally, a non centered monk will not be able to use any monk stances, his or her ki will rapidly drop to zero, and will lose their armour class bonus received at 1st, 5th, 10th, 15th and 20th level

Level 1

 * Armor Class Bonus (passive): While unarmored and not using a shield monks gain a passive bonus to Armor Class equal to their Wisdom modifier if their Wisdom modifier is positive. As you increase in power, you will receive additional bonuses to Armor Class at level 5, 10 and 15.
 * Flurry of Blows (passive): When a monk is either unarmed or is wielding only monk weapons (Kama, Shuriken, Quarterstaff), the monk is treated as if they had a full Base Attack Bonus for all monk levels they possess rather than a 3/4 Base Attack Bonus.
 * Unarmed Strike (passive): Monks are tremendously skilled at unarmed combat and inflict more damage with their bare hands. As they increase in levels, so will the damage they will inflict with their unarmed attacks at level 4, 8, 12 and 16.
 * Choice of a Martial arts feat: A monk may select martial arts feat for free. He must meet all prerequisites of the feat he selects.
 * Finishing moves (active): As your martial arts training continues, you will be able perform special finishing moves of great versatility and power. These finishing moves are unlocked by performing certain sequences of attack forms, and the finishing move icon will change (and a visible glow of Ki will appear about you) when you are ready to perform one.

Level 2

 * Evasion (passive): When a monk makes a successful Reflex save to avoid damage, he or she suffers no damage instead of half damage. Evasion requires light or no armor.
 * Meditation (active): A two times per rest, a monk can meditate to slowly regain Ki. It stabilizes when it reaches over three time his Concentration score.
 * Choice of a Martial arts feat: At second level, a monk may select martial arts feat for free. He must meet all prerequisites of the feat he selects.

Level 3

 * AC Bonus (passive): Your training improves your armor class, so long as you remain centered. (Unarmored, unencumbered, and wielding ki weapons.)
 * Still Mind (passive): Training and meditation have improve the monk's resistance to mind-affecting attacks, granting you a +2 bonus on saving throws against enchantments.
 * Fast Movement (passive): While centered, a monk runs faster for every three monk levels he possesses.
 * Choice of Philosophy: You have advanced far enough that you must make a choice – whether to follow the Path of Harmonious Balance and seek to be at peace with the world, or to follow the Path of Inevitable Dominion and seek to dominate the world. This choice will affect enhancement choices open to you and will affect what finishing moves you receive.

Level 4

 * Ki Strike: Magic (passive): All of a monk's unarmed melee attacks are empowered with Ki and are considered magical for damage reduction purposes.
 * Slow Fall (active): A monk's focus allows him to bend nature around him to reduce gravity's effect. This is an active feat, and can be turned off should you desire normal gravity to affect you. The Monk must be centered to use this ability, and its effectiveness increases as you continue to gain power, at every two level.

Level 5

 * Purity of Body (passive): At this level, a monk has gained control over his body’s immune system and is now unaffected by all diseases.

Level 6

 * Choice of a Martial arts feat: At sixth level, a monk may select martial arts feat for free. He must meet all prerequisites of the feat he selects.

Level 7

 * Wholeness of Body (active): This feat allows monks expend 40 Ki to heal half their hit points over time. The formula for how many hit points is regained is (monk level)/2 + Wisdom modifier at every six seconds for 30 seconds (the timer wrongly says it lasts one minute). This feat cannot be used in combat, the monk must stand still and perform no action while he regenarates some his hit points. There is a cooldown of 180 seconds.

Level 9

 * Improved Evasion (passive): When a monk fails to make a successful Reflex save to avoid damage, he or she suffers only half damage.

Level 10

 * Ki Strike: Lawful (passive): Unarmed attacks from the monk are now considered Lawful and Magic weapons for damage reduction purposes.

Level 11

 * Diamond Body (passive): This feat grants the Monk immunity to poison.

Level 12

 * Abundant Step (active): At the cost of 10 Ki, a monk can use this ability to make horizontal leaps, closing to targets, traversing chasms, or zipping past enemies with less chance of being detected. There is a cooldown of three seconds on this feat.

Level 13

 * Diamond Soul (passive): The Monk gains Spell Resistance equal to Monk Level +10

Level 15:

 * Quivering Palm (active): Starting at 15th level, a monk can set up fatal vibrations within the body of a living creature. Constructs, oozes, plants, undeads, incorporeal creatures, and creatures immune to critical hits cannot be affected, but other creatures must make a Fortitude Save after being struck by the Quivering Palm or die instantly. The saving throw is equal to DC of 10 + (monk level)/2 + wisdom modifier.

Level 16:

 * Ki Strike: Adamantine (passive): Unarmed attacks from the monk are now considered Adamantine, Lawful, and Magic weapons for damage reduction purposes.