Difference between revisions of "SRD:Monk"

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(Making a Monk)
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==Monk==
 
==Monk==
  
{{author
+
===Making a Monk===
|author_name=Mua'dib
 
|date_created=July 27, 2010
 
|adopter=Mua'dib
 
|date_adopted= July 27, 2010
 
|status=In Progress
 
|editing=
 
|balance=
 
}}
 
{{3.5e PrC Semantic
 
|description=A might Warrior who specializes in break Spellcasters. They are a perfect warrior that were rised under a Philosophy that they should act as Judge, Jury and Executioner agains who uses the power of magic to rule the weak.
 
|len= 10
 
|minlvl=1
 
}}
 
 
 
 
 
==The Mage Breaker==
 
  
 
'''Alignment:''' Any lawful.
 
'''Alignment:''' Any lawful.
  
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.
 
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.
 
{{quote
 
|Be wise before cast this spell or you will regret!
 
|orig= Huriëm, Drow Mage Breaker
 
}}
 
 
Those might warrior were born under an intensive training reach the perfection and after a lest rite of passage they deny the magic at any form in order to rise their power and became self sufficient and independent of any magic.
 
 
===Making a Mage Breaker===
 
 
 
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|-
 
! Alignment:
 
| Any alignment.
 
|-
 
! Special:
 
| The Mage Breaker is Forbidden from using any Spells or Magic Items even Artifacts. If he does so, he loses all of his Mage Breaker abilities for a week or recover the power after destroy one o more magic items with value equal to 10.000 PO per level. Sometime when the mage breaker is in the area of beneficial harmless spell he must always resist and if fails he must make a saving throw every round till nullfy the effect any healing effect will just heal 50%. In case a Mage Breaker dies he can't be ressurrected if so just by Wish or Miracle and it will back as LV1.
 
|}
 
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The Mage Breaker}}</div>
+
<div>{{Anchor|Table: The Monk}}</div>
[[SRD:Hit Dice|Hit Die]]: d12
+
[[SRD:Hit Dice|Hit Die]]: d8
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | [[#Ability Bonus|Ability <br/>Bonus]]
 
! rowspan="2" | [[#Inscribing Weapons|Inscribing <br/>Weapons]]
 
! rowspan="2" | [[#DR Bonus|DR <br/>Bonus]]
 
! rowspan="2" | [[#Energy Resistance|Energy <br/>Resistance]]
 
! rowspan="2" | [[#Fast Healing Bonus|Fast <br/>Healing]]
 
 
! rowspan="2" | Special
 
! rowspan="2" | Special
 +
! rowspan="2" | [[#Flurry of Blows|Flurry of Blows]]<br/>Attack Bonus
 +
! rowspan="2" | Unarmed<br/>Damage<sup>1</sup>
 +
! rowspan="2" | [[#AC Bonus|AC<br/>Bonus]]
 +
! rowspan="2" | [[#Fast Movement|Unarmored<br/>Speed Bonus]]
 
|-  
 
|-  
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-  
 
|-  
|1st|| class="left" | +1 || +2 || +2 || +2
+
|1st|| class="left" | +0 || +2 || +2 || +2
| class="left" | +1 || || || || 1 || class="left" | [[#Spell Resistance|Spell Resistance]], [[#Deny Magic|Deny Magic]]
+
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]]|| class="left" | –2/–2||1d6||+0||+0 ft.
 
|-  
 
|-  
|2nd|| class="left" | +2 || +3 || +3 || +3
+
|2nd|| class="left" | +1 || +3 || +3 || +3
| class="left" | || || 1/- || 2 || || class="left" | [[#Anti-Magic Strike|Anti-Magic Strike]]
+
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Evasion|Evasion]]|| class="left" | –1/–1||1d6||+0||+0 ft.
 
|-  
 
|-  
|3rd|| class="left" | +3 || +3 || +3 || +3
+
|3rd|| class="left" | +2 || +3 || +3 || +3
| class="left" | || || || || 2 || class="left" | [[#Evasion|Evasion]], [[#Vicious Strike|Vicious Strike]] (Magic)
+
| class="left" | [[#Still Mind|Still Mind]]|| class="left" | +0/+0||1d6||+0||+10 ft.
 
|-  
 
|-  
|4th|| class="left" | +4 || +4 || +4 || +4
+
|4th||class="left" | +3 || +4 || +4 || +4
| class="left" || +2/+1 || +1 || 2/- || 4 ||  || class="left" |[[#Tough Defense|Tough Defense]], [[#Fast Movement|Fast Movement]] 10ft
+
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class="left" | +1/+1||1d8||+0||+10 ft.
 
|-  
 
|-  
|5th|| class="left" | +5 || +4 || +4 || +4
+
|5th||class="left" | +3 || +4 || +4 || +4
| class="left" | || || || || || class="left" | [[#Spellfire Destruction|Spellfire Destruction]], [[#Dash|Dash]]
+
| class="left" | [[#Purity of Body|Purity of Body]]|| class="left" | +2/+2||1d8||+1||+10 ft.
 
|-  
 
|-  
|6th|| class="left" | +6/+1 || +5 || +5 || +5
+
|6th||class="left" | +4 || +5 || +5 || +5
| class="left" | || || 3/- || 6 || 3 || class="left" | [[#Slippery Mind|Slippery Mind]]
+
| class="left" | [[#Bonus Feat|Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft.|| class="left" | +3/+3||1d8||+1||+20 ft.
 
|-  
 
|-  
|7th|| class="left" | +7/+2 || +5 || +5 || +5
+
|7th||class="left" | +5 || +5 || +5 || +5
| class="left" | ||  || || ||  || class="left" | [[#Vicious Strike|Vicious Strike]] (Cold Iron), [[#Mettle|Mettle]]
+
| class="left" | [[#Wholeness of Body|Wholeness of Body]]|| class="left" | +4/+4||1d8||+1||+20 ft.
 
|-  
 
|-  
|8th|| class="left" | +8/+3 || +6 || +6 || +6
+
|8th||class="left" | +6/+1 || +6 || +6 || +6
| class="left" | +3/+2/+1 || +2 || 4/- || 8 || || class="left" | [[#Hardness|Hardness]]
+
| class="left" | [[#Slow Fall|Slow Fall]] 40 ft.|| class="left" | +5/+5/+0||1d10||+1||+20 ft.
 
|-  
 
|-  
|9th|| class="left" | +9/+4 || +6 || +6 || +6
+
|9th||class="left" | +6/+1 || +6 || +6 || +6
| class="left" | || || || || 4 || class="left" | [[#Improved Evasion|Improved Evasion]]
+
| class="left" | [[#Improved Evasion|Improved Evasion]]|| class="left" | +6/+6/+1||1d10||+1||+30 ft.
 
|-  
 
|-  
|10th|| class="left" | +10/+5 || +7 || +7 || +7
+
|10th||class="left" | +7/+2 || +7 || +7 || +7
| class="left" | || || 5/- || 10 || 1 || class="left" | [[#Natural Weapons|Natural Weapons]] (2D6)
+
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.|| class="left" | +7/+7/+2||1d10||+2||+30 ft.
 
|-  
 
|-  
|11th|| class="left" | +11/+6/+1 || +7 || +7 || +7
+
|11th||class="left" | +8/+3 || +7 || +7 || +7
| class="left" | || || || || || class="left" | [[#Vicious Strike|Vicious Strike]] (Silver)
+
| class="left" | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class="left" | +8/+8/+8/+3||1d10||+2||+30 ft.
 
|-  
 
|-  
|12th|| class="left" | +12/+7/+2 || +8 || +8 || +8
+
|12th||class="left" | +9/+4 || +8 || +8 || +8
| class="left" | +4/+3/+2/+1 || +3 || 6/- || 12 || 5 || class="left" | [[#Fast Movement|Fast Movement]] 20ft
+
| class="left" | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.|| class="left" | +9/+9/+9/+4||2d6||+2||+40 ft.
 
|-  
 
|-  
|13th|| class="left" | +13/+8/+3 || +8 || +8 || +8
+
|13th||class="left" | +9/+4 || +8 || +8 || +8
| class="left" | +1 || || || || 1 || class="left" | [[#Spell Shatter|Spell Shatter]]
+
| class="left" | [[#Diamond Soul|Diamond Soul]]|| class="left" | +9/+9/+9/+4||2d6||+2||+40 ft.
 
|-  
 
|-  
|14th|| class="left" | +14/+9/+4 || +9 || +9 || +9
+
|14th||class="left" | +10/+5 || +9 || +9 || +9
| class="left" | || || 7/- || 14 || || class="left" | [[#Improved Dash|Improved Dash]]
+
| class="left" | [[#Slow Fall|Slow Fall]] 70 ft.|| class="left" | +10/+10/+10/+5||2d6||+2||+40 ft.
 
|-  
 
|-  
|15th|| class="left" | +15/+10/+5 || +9 || +9 || +9
+
|15th||class="left" | +11/+6/+1 || +9 || +9 || +9
| class="left" | || || || || 6 || class="left" | [[#Vicious Strike|Vicious Strike]] (Adamantine)
+
| class="left" | [[#Quivering Palm|Quivering Palm]]|| class="left" | +11/+11/+11/+6/+1||2d6||+3||+50 ft.
 
|-  
 
|-  
|16th|| class="left" | +16/+11/+6/+1 || +10 || +10 || +10
+
|16th||class="left" | +12/+7/+2 || +10 || +10 || +10
| class="left" | +5/+4/+3/+2/+1 || +4 || 8/- || 16 || || class="left" | [[#Adrenal Speed|Adrenal Speed]]
+
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.|| class="left" | +12/+12/+12/+7/+2||2d8||+3||+50 ft.
 
|-  
 
|-  
|17th|| class="left" | +17/+12/+7/+2 || +10 || +10 || +10
+
|17th||class="left" | +12/+7/+2 || +10 || +10 || +10
| class="left" | || || || || || class="left" |  
+
| class="left" | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]]|| class="left" | +12/+12/+12/+7/+2||2d8||+3||+50 ft.
 
|-  
 
|-  
|18th|| class="left" | +18/+13/+8/+3 || +11 || +11 || +11
+
|18th||class="left" | +13/+8/+3 || +11 || +11 || +11
| class="left" | || || 9/- || 18 || 7 || class="left" |
+
| class="left" | [[#Slow Fall|Slow Fall]] 90 ft.|| class="left" | +13/+13/+13/+8/+3||2d8||+3||+60 ft.
 
|-  
 
|-  
|19th|| class="left" | +19/+14/+9/+4 || +11 || +11 || +11
+
|19th||class="left" | +14/+9/+4 || +11 || +11 || +11
| class="left" | || || || || 1 || class="left" | [[#Vicious Strike|Vicious Strike]] (Incorporeal)
+
| class="left" | [[#Empty Body|Empty Body]]|| class="left" | +14/+14/+14/+9/+4||2d8||+3||+60 ft.
 
|-  
 
|-  
|20th|| class="left" | +20/+15/+10/+5 || +12 || +12 || +12
+
|20th||class="left" | +15/+10/+5 || +12 || +12 || +12
| class="left" | +6/+5/+4/+3/+2/+1 || +5 || 10/- || 20 || || class="left" | [[#Natural Weapons|Natural Weapons]] (3D6)
+
| class="left" | [[#Perfect Self|Perfect Self]], [[#Slow Fall|Slow Fall]] Any Distance|| class="left" | +15/+15/+15/+10/+5||2d10||+4||+60 ft.
 
|-
 
|-
 +
| colspan="10" class="foot" |
 +
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[4]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
+
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
[[Climb]] ([[SRD:Strength|Str]]), [[Craft]] ([[SRD:Intelligence|Int]]), [[Handle Animal]] ([[SRD:Charisma|Cha]]), [[Heal]] ([[SRD:Wisdom|Wis]]), [[Intimidate]] ([[SRD:Charisma|Cha]]), [[Jump]] ([[SRD:Strength|Str]]), [[Knowledge]] (Nature, Arcana, and Dungeoneering) ([[SRD:Strength|Int]]), [[Listen]] ([[SRD:Wisdom|Wis]]), [[Ride]] ([[SRD:Dexterity|Dex]]), [[Search]] ([[SRD:Intelligence|Int]]), [[Sense Motive]] ([[SRD:Wisdom|Wis]]), [[Spot]] ([[SRD:Wisdom|Wis]]),  
+
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).
[[Survival]] ([[SRD:Wisdom|Wis]]), [[Swim]] ([[SRD:Strength|Str]]), [[Tumble]] ([[SRD:Dexterity|Dex]]), [[Use Rope]] ([[SRD:Dexterity|Dex]]).
 
 
|}
 
|}
  
{| class="zebra d20"
+
====Class Features====
|+ {{Anchor|Table: The [[SRD:Epic Level Basics|Epic]] Mage Breaker}}
+
 
! Level
+
All of the following are [[SRD:Class|class]] features of the monk.
! [[#Ability Bonus|Ability <br/>Bonus]]
+
 
! [[#Inscribing Weapons|Inscribing <br/>Weapons]]
+
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:Club|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]], [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], and [[SRD:Sling|sling]].
! [[#DR Bonus|DR <br/>Bonus]]
+
 
! [[#Energy Resistance|Energy <br/>Resistance]]
+
Monks are not proficient with any armor or shields.
! [[#Fast Healing Bonus|Fast <br/>Healing]]
+
 
! Special
+
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Flurry of Blows|flurry of blows]] abilities.
|-
+
 
| 21th|| || || || || 8 || class="left" | [[#Anti-Magic Field|Anti-Magic Field]] 5'
+
'''{{Anchor|AC Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
|-
+
 
| 22th|| || || 11/- || 22 || || class="left" |
+
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
|-
+
 
| 23th|| || || || ||  || class="left" | Bonus Feat, [[#Vicious Strike|Vicious Strike]] (Epic)
+
'''{{Anchor|Flurry of Blows}} ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Round|round]] at her highest [[SRD:Base Attack Bonus|base attack bonus]], but this attack takes a –2 penalty, as does each other attack made that [[SRD:Round|round]]. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on [[#Table: The Monk|Table: The Monk]]. This penalty applies for 1 [[SRD:Round|round]], so it also affects [[SRD:Attack of Opportunity|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.
|-  
+
 
| 24th|| +7/+6/+5/+4/+3/+2 || +6 || 12/- || 24 || 9 || class="left" |
+
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 [[SRD:Strength|Strength]] bonus (not [[SRD:Strength|Str]] bonus &times; 1-1/2 or &times;1/2) to her [[SRD:Attack Damage|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.
 +
 
 +
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 [[SRD:Base Attack Bonus|base attack bonus]].
 +
 
 +
'''{{Anchor|Unarmed Strike}}:''' At 1st level, a monk gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|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 [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all her unarmed strikes.
 +
 
 +
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].
 +
 
 +
A monk’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].
 +
 
 +
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on [[#Table: The Monk|Table: The Monk]]. The unarmed damage on [[#Table: The Monk|Table: The Monk]] 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; see [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]].
 +
 
 +
{| class="zebra d20" cellspacing="0" cellpadding="0"
 +
|-
 +
|+ {{Anchor|Table: Monk Unarmed Damage by Size}}
 +
|-
 +
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal
 
|-  
 
|-  
| 25th|| || || || || || class="left" | [[#Anti-Magic Field|Anti-Magic Field]] 10'
+
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6
 
|-  
 
|-  
| 26th|| || || 13/- || 26 || || class="left" | Bonus Feat
+
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6
 
|-  
 
|-  
| 27th|| || || || || 10 || class="left" | [[#Fast Healing|Fast Healing]] 10
+
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8
 
|-  
 
|-  
| 28th|| +8/+7/+6/+5/+4/+3 || +7 || 14/- || 28 || || class="left" |
+
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6
 
|-  
 
|-  
| 29th|| || || || || || class="left" | Bonus Feat, [[#Natural Weapons|Natural Weapons]] (4D6)
+
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8
 
|-  
 
|-  
| 30th|| || || 15/- || 30 || 11 || class="left" | [[#Anti-Magic Field|Anti-Magic Field]] 15'
+
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8
 
|}
 
|}
  
====Class Features====
+
'''{{Anchor|Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.
  
All of the following are class features of the Mage Breaker.
+
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|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 [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.
  
'''{{Anchor|Ability Bonus}} ([[Ex]]):'''At Level 1, The Mage Breaker gains a +1 Untyped Bonus to an Ability Score, At Level 4, the Mage Breaker Gets an Additional +2 to the ability Score he chose at first level and a +1 Bonus to a different Ability Score. At level 8, His previous Bonuses Increase to +3/+2, and he gets a +1 bonus to a Third Ability Score, At Level 12, His previous Bonuses increase to +4/+3/+2, and he gets an additional +1 bonus to a Fourth Ability Score. At Level 16, His previous Bonuses increase to +5/+4/+3/+2, and he gets an additional +1 bonus to a fifth Ability Score. At Level 20, His previous Bonuses increase to +6/+5/+4/+3/+2, and he gets an additional +1 bonus to a sixth Ability Score. Ate Epic Level the Mage Breaker Gets +1 Bonus to all Abilities for every Four Levels.
+
'''{{Anchor|Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.
  
'''{{Anchor|Fast Healing}} ([[Su]]):'''Mage Breakers regain hit points at an Accelerated rate. They gain [[SRD:Fast Healing|Fast Healing]] 1 at level 1, [[SRD:Fast Healing|Fast Healing]] 2 at level 5, and [[SRD:Fast Healing|Fast Healing]] 3 at level 9.
+
'''{{Anchor|Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.
  
'''{{Anchor|Deny Magic}}:''' In addition to the inability to use any Spells, Spell-Like abilities, or magic items, The Mage Breaker must also refuse magical aid. If a Beneficial spell (such as a Buff or Heal spell) has a save that negates it's effect, the Mage Breaker MUST make a save against it if it is cast upon him. For Example, Cure spells only half effective if the Mage Breaker makes his save and all ally are always subject to SR.
+
'''{{Anchor|''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|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 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. 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.
  
'''{{Anchor|Spell Resistance}} ([[Ex]]):''' At first level, the Mage Breaker gains [[SRD:Spell Resistance and Spell Immunity|Spell Resistance]] equal to 15 + Class Level. The Mage Breaker has special rules dealing with Stacking Spell Resistance. If the Mage Breaker has Spell Resistance from another source that is 10 + x or 15 + x, He may add 10 or 15 to his Total SR (Depending on Whether or not the SR was 10 or 15). He does not, however, add any extra boosts to his SR. So a Drow + Mage Breaker 10 Has an SR of 36, Not 46 (remember, just add the base bonus not the level increment).  
+
'''{{Anchor|Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
  
'''{{Anchor|Incribing Weapons}} ([[Ex]]):''' At Level 2, the Mage Breaker must choose up to 3 Masterwork Weapons (Or Masterwork Bracers/Handwraps if he wishes to have his unarmed strike as one of his Incribing Weapons.) to serve as his Incribing Weapons. These Incribing Weapons are treated as Natural Weapons, but only for the Mage Breaker they are attuned to. If he does not have any of his Incribing Weapons on his person, the Mage Breaker can't use their ''Anti-Magic Strike'', ''Vicious Strike'', ''Spellfire Destruction'', ''Natural Weapons'' and ''Spell Shatter'' Abilities. Also, at Levels 2, 4, 6, 8, and every even levels, the Mage Breaker gains an Enhancement Bonus to attack or damage rolls with his Incribing Weapons equal to 1/2 his Mage Breaker Level, rounded down, note that if you select + 1 for damage and your next bonus +2 will be +1 to hit. Finally it means that a +10 weapon will be +5 to damage and hit, for the sake of Feats such as from the Weapon Focus Tree, the Mage Breaker may choose "Incribing Weapons". So if a Mage Breaker took Weapon Focus (Incribing Weapons), he would receive a +1 Bonus to his attack rolls with All three of his Incribing Weapons. If the Mage Breaker loses one of his Incribing Weapons, he may select a new Masterwork Weapon to serve as his inscribing weapon by inscribing with it for one hour. In case of a dual-wielding Mage Braker if you use 2 similar weapons (2 daggers, a pair of claws, 2 axes, Handwraps) both count as 1 for the number of weapon that the Mage Breaker can attune. Any inscribed have the same propeties and benefits of an enchanted weapon of same level, for example a level 1, 2 or 3 will have the same porpeties of a level 1 bonus enchanted weap while a +8 or +9 inscribed is like a +4 enchanted to determine which level of enchante the inscribed weapon have just divide the Incribing Weapons Bonus by two and round down.
+
'''{{Anchor|Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
  
'''{{Anchor|Damage Reduction}} ([[Ex]]): ''' At Second level, the Mage Breaker gains [[SRD:Damage Reduction|Damage Reduction]] 1/-.The mage breaker get +1/- DR for every two levels.
+
'''{{Anchor|Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
  
'''{{Anchor|Energy Resistance}} ([[Ex]]): ''' At Second level, the Mage Breaker gains [[SRD:Energy Resistance|Energy Resistance]] 2 to all types of Energy (fire, cold, acid, sonic and Electricity). The mage breaker get +2 Energy Resistance for every two levels.
+
'''{{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.
  
'''{{Anchor|Anti-Magic Strike}} ([[Su]]):''' When attacking a Creature or Object, the Mage Breaker can choose to reduce his damage by half to duplicate the effects of a Targeted [[SRD:Dispel Magic|Dispel Magic]]. Instead of making a Caster level check Vs DC 1D20 + Spellcaster's Level (max. +10), the Mage Breaker makes an Attack Roll. If his attack roll (with all relevant modifiers) meets or exceeds the DC of the Dispel Check, then the Target is subjected to the Effects of a Targeted Dispel Magic, however the Mage Braker must dispel each effect in a target, if you target have many spells on it, such Cat's Grace, Bull's Strength and Haste you must use one Atack with Anti-Magic per spell. You can all dispell static spells such as firewall and any spell that is affected by dispell magic including magic items.
+
'''{{Anchor|Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a monk gains immunity to poisons of all kinds.
  
'''{{Anchor|Evasion}} ([[Ex]]):''' At 3rd level, the Mage Breaker gains the use of the [[SRD:Evasion and Improved Evasion|Evasion]] Ability. At 9th Level, the Mage Breaker Gains use of the [[SRD:Evasion and Improved Evasion|Improved Evasion]] Ability.
+
'''{{Anchor|Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her monk level (rounded down).
  
'''{{Anchor|Vicious Strike (Magic)}} ([[Ex]]):''' At 3rd level, any Signature Weapon the Mage Breaker wields is treated as a Natural Weapon with the Magic Property. At level 7, they also gain the Silver Property. At level 11, they gain the Cold Iron Property At level 15, they gain the Adamantine Property and At level 19, they gain the Incorporeal Property, allowing the Mage Breaker hit as having the Ghost Touch Property. At Epic level you get the Epic Property at level 23.
+
'''{{Anchor|Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the monk’s [[SRD:Spell Resistance|spell resistance]].
  
'''{{Anchor|Tough Defense}} ([[Ex]]):''' At 3rd Level, the Mage Breaker gains a Natural Armor bonus equal to his [[Constitution]] Modifier (Minimum 1).
+
'''{{Anchor|Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|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 a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|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 [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the monk’s level + the monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|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.
  
'''{{Anchor|Spellfire Destruction}} ([[Ex]]):''' On an Attack, a Mage Breaker may choose to deal no damage to his Target. If the Target is a spellcaster, or has any [[Supernatural]] or [[SRD:Special Abilities Overview|Spell-Like Abilities]], they are suppressed for 1d4 + X Modifier Rounds (Where X equals the Ability score used to make the Attack. Thus a Mage Breaker with Weapon Finesse would Use Dexterity, whereas a Mage Breaker with Zen Archery would use Wisdom) unless they make a [[Fortitude]] Save equal to (10 + 1/2 the Mage Breaker's Character Level + Mage Breaker's X Modifier).
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'''{{Anchor|Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|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.
  
'''{{Anchor|Slippery Mind}} ([[Ex]]):''' At 6th level, the Mage Breaker gains use of the Slippery Mind ability. If he fails his saving throw vs. An Enchantment Spell, he may make another save one round later. He only gets one extra chance to succeed at his saving throw.
+
'''{{Anchor|Tongue of the Sun and Moon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 17th level or higher can speak with any living creature.
  
'''{{Anchor|Mettle}} ([[Ex]]):'''At 7th level, the Mage Breaker gains use of the Mettle Ability. If he is subject to a spell with Will or Fortitude save Partial, and he makes the save, he is unaffected by the spell. This also includes beneficial spells.
+
'''{{Anchor|Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level, a monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per monk level per day, as though using the spell ''[[SRD:etherealness (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.
  
'''{{Anchor|Anti-Magic Field}} ([[Su]]):''' At Epic levels, the Mage Breaker is surrounded by an [[SRD:Antimagic Field|anti-magic field]] with a caster level equal to his Character Level. The Field becomes larger at higher levels as indicated by the chart above. This Anti-Magic field does not, however, affect the Mage Breaker's [[Supernatural]] Abilities (If any).
+
'''{{Anchor|Perfect Self}}:''' At 20th level, a monk becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other [[SRD:Outsider Type|outsiders]], the monk can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.
  
===Campaign Information===
+
====Ex-Monks====
  
====Playing a Mage Breaker====
+
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
  
'''Weapon and Armor Proficiency:''' The mage breaker are not proficient with any armor or shields.  
+
Like a member of any other [[SRD:Class|class]], a monk may be a [[SRD:Multiclass Characters|multiclass]] character, but [[SRD:Multiclass Characters|multiclass]] monks face a special restriction. A monk who gains a new [[SRD:Class|class]] or (if already [[SRD:Multiclass Characters|multiclass]]) raises another [[SRD:Class|class]] by a level may never again raise her monk level, though she retains all her monk abilities.
  
 +
====Epic Monk====
  
'''Features:''' The mage breaker are nomads and don't keep resisdence for too much time in a place they use travel around the world looking for evil mages and hunting them down.
+
{| class="zebra d20"
 
+
|+ class="epic" |
'''Resources:''' Mage Breakers are not an organized group. However, they may assist fellow Mage Breakers of the Same Alignment.
+
<div>{{Anchor|Table: The Epic Monk}}</div>
 
+
[[SRD:Hit Dice|Hit Die]]: d8
====Mage Breakers in the World====
+
|-
 +
! Level
 +
! [[#AC Bonus|AC<br/>Bonus]]
 +
! [[#Fast Movement|Unarmored<br/>Speed Bonus]]
 +
! Special
 +
|-
 +
|21st|| +4 || +70 ft. || class="left" |
 +
|-
 +
|22nd|| +4 || +70 ft. || class="left" |
 +
|-
 +
|23rd|| +4 || +70 ft. || class="left" |
 +
|-
 +
|24th|| +4 || +80 ft. || class="left" |
 +
|-
 +
|25th|| +5 || +80 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]
 +
|-
 +
|26th|| +5 || +80 ft. || class="left" |
 +
|-
 +
|27th|| +5 || +90 ft. || class="left" |
 +
|-
 +
|28th|| +5 || +90 ft. || class="left" |
 +
|-
 +
|29th|| +5 || +90 ft. || class="left" |
 +
|-
 +
|30th|| +6 || +100 ft. || class="left" | [[#Bonus Feat|Bonus Feat]]
 +
|- class="noalt"
 +
| colspan="42" class="skill" |
 +
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.
 +
|}
  
{{quote|Yes, Elmister is dead, he was a good man, but leant the wrong profession.|src= Tygor, Human Mage Breaker}}
+
'''[[#AC Bonus|AC Bonus]]:''' The Monk’s bonus to [[SRD:Armor Class|Armor Class]] when unarmored increases by +1 every five levels higher than 20th.
  
'''NPC Reactions:''' The Mage Breaker is a hero to the Common Folk, the kind of people who live simple lives and dislike magic in all it's forms.
+
'''[[#Unarmed Strike|Unarmed Strike]]:''' The damage for a Monk’s [[SRD:Unarmed Strike|unarmed strike]] does not increase after 20th level.
  
====Mage Breaker Lore====
+
'''[[#Fast Movement|Fast Movement]]:''' The epic Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven [[SRD:Monk|monks]] increases by 5 feet instead of 10 feet.
 
 
Characters with ranks in Knowledge (Arcana) can research Mage Breakers to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="zebra d20"
 
|+ Knowledge (Arcana)
 
! DC || class="left" | Result
 
|-
 
| 11 || class="left" | Mage Breakers are Warrior who never use Magic.
 
|-
 
| 16 || class="left" | Mage Breakers gain power through Forsaking Magic.
 
|-
 
| 21 || class="left" | Powerful Mage Breakers shrug off the effects of almost any type of magic.
 
|-
 
| 26 || class="left" | Some Legendary Mage Breakers have the ability to Negate All magic Around them..
 
|}
 
  
====Mage Breakers in the Game====
+
'''[[#Ki Strike|''Ki'' Strike]]:''' The Monk’s ''ki'' strike ability does not automatically increase with [[SRD:Class|class]] level after 16th level.
  
Mage Breakers can be lone warriors who start a crusade against an evil Spellcaster. Or they can be cruel, heartless villains who slay good and evil Wizards alike.
+
'''[[#Wholeness of Body|Wholeness of Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The epic Monk can cure up to twice his or her [[SRD:Class|class]] level in [[SRD:Hit Points|hit points]] each day, as normal.
  
'''Adaptation:''' A Mage Breaker could be a suitable NPC adversary to the PC's. Perhaps he's an Evil Warrior who hates Spellcasters, or perhaps he simply has a rivalry with the Party's Cleric.
+
'''[[#Abundant Step|Abundant Step]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Monk’s [[SRD:Class|class]] level when determining the effective [[SRD:Caster Level|caster level]] of this ability, as normal.
  
'''Sample Encounter:''' Aduin (Ah-Do-Win) Simms is a Mage Breaker who has dedicated his life to finding and slaying Evil Spellcasters, particularly wizards. As a young man in the Militia, Aduin and his platoon were attacked by an Evil Wizard and his undead companions. Although they were able to slay the walking dead, Aduin and his comrades were beset by the Wizard's Flame Evocations. When the young warrior finally came to, all of the members of his platoon lay dead or dying. Powerless to save them, Aduin instead swore his revenge against all those who wielded magic like a toy.<br><br>
+
'''[[#Diamond Soul|Diamond Soul]] ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Monk’s [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] is equal to his or her [[SRD:Class|class]] level +10, as normal.
  
'''Aduin Simms'''<br>
+
'''[[#Quivering Palm|Quivering Palm]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Monk’s [[SRD:Class|class]] level when determining the [[SRD:DC|DC]] to resist this attack, as normal.
Human Generic Warrior 1/Mage Breaker 4<br>
 
<br>
 
STR: 18<br>
 
DEX: 16<br>
 
CON: 18<br>
 
INT: 10<br>
 
WIS: 10<br>
 
CHA: 10<br>
 
  
BAB/Grapple= +5/+9<br>
+
'''[[#Empty Body|Empty Body]] ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Use the Monk’s [[SRD:Class|class]] level when determining the duration of this effect, as normal.
Attacks: Masterwork Greatsword +11 (2d6+8), Masterwork Composite Longbow +10 (1d8+4)<br>
 
Feats: [[Great Fortitude (3.5e Feat)]], [[Iron Will (3.5e Feat)]], [[Lightning Reflexes (3.5e Feat)]], [[Mage Slayer (3.5e Feat)]]<br>
 
Skills: Jump 8 Ranks, Climb 8 Ranks, Tumble 7 Ranks, Ride 8 Ranks, Heal 7 Ranks.<br>
 
Spell Resistance: 24<br>
 
HP: 4d12+20 (46)<br>
 
AC: 22 = 10 (Base) + 3(Dex) 5 (Mythril Breastplate) +4 (Natural Armor)<br>
 
Touch: 13<br>
 
Flatfoot: 22<br>
 
Special Attacks: Anti-Magic Strike <br>
 
Speed: 30<br>
 
Special Abilities: Ability Boosts +4/+2, Incribing Weapons +2, Tough Defense, Evasion, Uncanny Dodge, Vicious Strike (Magic), Damage Reduction 2/-, Fast Healing 1<br>
 
Alignment: NG <br> 
 
  
Encounter: The Party is looking for an Ancient Magical Item that will save the town from a band of raging Earth Elementals. Unbeknownst to them, Aduin is also searching for the artifact to destroy it, as he believes that the Wizard he is attempting to find and kill wishes to use the item to amass an army of Elementals.
+
'''[[#Bonus Feat|Bonus Feats]]:''' The epic Monk gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Monk bonus [[SRD:Feats|feats]]) every five levels higher than 20th.
  
 +
''Epic Monk Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Armor Skin|Armor Skin]], [[SRD:Blinding Speed|Blinding Speed]], [[SRD:Damage Reduction (Feat)|Damage Reduction]], [[SRD:Energy Resistance (Feat)|Energy Resistance]], [[SRD:Epic Prowess|Epic Prowess]], [[SRD:Epic Speed|Epic Speed]], [[SRD:Epic Toughness|Epic Toughness]], [[SRD:Exceptional Deflection|Exceptional Deflection]], [[SRD:Fast Healing (Feat)|Fast Healing]], [[SRD:Improved Combat Reflexes|Improved Combat Reflexes]], [[SRD:Improved Ki Strike|Improved ''Ki'' Strike]], [[SRD:Improved Spell Resistance|Improved Spell Resistance]], [[SRD:Improved Stunning Fist|Improved Stunning Fist]], [[SRD:Infinite Deflection|Infinite Deflection]], [[SRD:Keen Strike|Keen Strike]], [[SRD:Legendary Climber|Legendary Climber]], [[SRD:Legendary Wrestler|Legendary Wrestler]], [[SRD:Reflect Arrows|Reflect Arrows]], [[SRD:Righteous Strike|Righteous Strike]], [[SRD:Self-Concealment|Self-Concealment]], [[SRD:Shattering Strike|Shattering Strike]], [[SRD:Vorpal Strike|Vorpal Strike]].
  
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{{SRD Class Footer}}
{{3.5e Prestige Classes Breadcrumb}}
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Revision as of 18:45, 27 July 2010

This material is published under the OGL

Monk

Making a Monk

Alignment: Any lawful.

Starting Age: Complex.

Table: The Monk

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Flurry of Blows
Attack Bonus
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +0 +2 +2 +2 Bonus Feat, Flurry of Blows, Unarmed Strike –2/–2 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus Feat, Evasion –1/–1 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Still Mind +0/+0 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki Strike (Magic), Slow Fall 20 ft. +1/+1 1d8 +0 +10 ft.
5th +3 +4 +4 +4 Purity of Body +2/+2 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Bonus Feat, Slow Fall 30 ft. +3/+3 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Wholeness of Body +4/+4 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Slow Fall 40 ft. +5/+5/+0 1d10 +1 +20 ft.
9th +6/+1 +6 +6 +6 Improved Evasion +6/+6/+1 1d10 +1 +30 ft.
10th +7/+2 +7 +7 +7 Ki Strike (Lawful), Slow Fall 50 ft. +7/+7/+2 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond Body, Greater Flurry +8/+8/+8/+3 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Abundant Step, Slow Fall 60 ft. +9/+9/+9/+4 2d6 +2 +40 ft.
13th +9/+4 +8 +8 +8 Diamond Soul +9/+9/+9/+4 2d6 +2 +40 ft.
14th +10/+5 +9 +9 +9 Slow Fall 70 ft. +10/+10/+10/+5 2d6 +2 +40 ft.
15th +11/+6/+1 +9 +9 +9 Quivering Palm +11/+11/+11/+6/+1 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki Strike (Adamantine), Slow Fall 80 ft. +12/+12/+12/+7/+2 2d8 +3 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless Body, Tongue of the Sun and Moon +12/+12/+12/+7/+2 2d8 +3 +50 ft.
18th +13/+8/+3 +11 +11 +11 Slow Fall 90 ft. +13/+13/+13/+8/+3 2d8 +3 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty Body +14/+14/+14/+9/+4 2d8 +3 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect Self, Slow Fall Any Distance +15/+15/+15/+10/+5 2d10 +4 +60 ft.
  1. The value shown is for Medium monks. See Table: Monk Unarmed Damage by Size for monks of all sizes.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the monk.

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 five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

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 × 1-1/2 or ×1/2) 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.

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 Table: The Monk. The unarmed damage on Table: The Monk 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; see Table: Monk Unarmed Damage by Size.

Table: Monk Unarmed Damage by Size
Level Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal
1st–3rd 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6
4th–7th 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 6d6
8th–11th 1d3 1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
12th–15th 1d4 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
16th–19th 1d6 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
20th 1d8 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

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.

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 (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

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 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. 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 (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

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

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 twice her current monk level each day, and she can spread this healing out among several uses.

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 poisons of all kinds.

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. 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 + 10. 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.

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 a week, 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 + 1/2 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.

Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

Epic Monk

Table: The Epic Monk

Hit Die: d8

Level AC
Bonus
Unarmored
Speed Bonus
Special
21st +4 +70 ft.
22nd +4 +70 ft.
23rd +4 +70 ft.
24th +4 +80 ft.
25th +5 +80 ft. Bonus Feat
26th +5 +80 ft.
27th +5 +90 ft.
28th +5 +90 ft.
29th +5 +90 ft.
30th +6 +100 ft. Bonus Feat

4 + Int modifier skill points per level.

AC Bonus: The Monk’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Unarmed Strike: The damage for a Monk’s unarmed strike does not increase after 20th level.

Fast Movement: The epic Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven monks increases by 5 feet instead of 10 feet.

Ki Strike: The Monk’s ki strike ability does not automatically increase with class level after 16th level.

Wholeness of Body (Su): The epic Monk can cure up to twice his or her class level in hit points each day, as normal.

Abundant Step (Su): Use the Monk’s class level when determining the effective caster level of this ability, as normal.

Diamond Soul (Ex): The epic Monk’s spell resistance is equal to his or her class level +10, as normal.

Quivering Palm (Su): Use the Monk’s class level when determining the DC to resist this attack, as normal.

Empty Body (Su): Use the Monk’s class level when determining the duration of this effect, as normal.

Bonus Feats: The epic Monk gains a bonus feat (selected from the list of epic Monk bonus feats) every five levels higher than 20th.

Epic Monk Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.



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