Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.
Hit Die: d8
The monk's class skills are Acrobatics (Dex), Autohypnosis (Wis), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (psionics), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
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 his AC bonus, as well as his fast movement and flurry of blows abilities.
Power Points/Day: A monk's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Monk. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.
Powers Known: A monk begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power. Choose the powers known from the psychic warrior power list. (Exception: The feat Expanded Knowledge does allow a Monk to learn powers from the lists of other classes.) A monk can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a monk can manifest in a day is limited only by his daily power points. A monk simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get 8 hours of rest each day to regain all his spent power points. The Difficulty Class for saving throws against monk powers is 10 + the power’s level + the monk’s Wisdom modifier.
Maximum Power Level Known: A monk begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a monk must have a Wisdom score of at least 10 + the power’s level. Certain monk class features may add powers to the monk's powers known beyond their maximum power level known but the monk must still have an appropriately high Wisdom score to manifest them.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.
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.
She may attack with unarmed strikes and manufactured 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. A monk cannot use natural weapons as part of a flurry of blows.
In the case of a double weapon (such as a quarterstaff), each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the double weapon 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.
Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Stunning Fist and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Monk Training: At 1st level, a monk gains the Improved Unarmed Strike feat. In addition, the monk deals damage with unarmed strikes as if he were two size categories larger (1d4 for small monks, 1d6 for medium monks, 1d8 for large monks). At 4th level and every 4 levels thereafter, the monk gets a +1 bonus on all attack and damage rolls with unarmed strikes and special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). The monk applies this bonus to hit to combat maneuvers preformed while unarmed or with monk weapons.
Student's Secret: At 1st level and every 2 levels thereafter, the monk gains understanding of a new technique hidden in his art. The monk chooses one of the secrets below as a class feature.
Clear Mind: You gain a +2 competence bonus on saving throws against mind-affecting effects.
Expanded Training: You treat the club, dagger, handaxe, javelin, shortspear, short sword, sling, and longspear as special monk weapons for the purposes of your Monk Training class feature.
Fluid Motion: You gain a bonus on all Acrobatics checks equal to 1/2 your monk level.
Ki Strike: Your unarmed strikes are treated as magic weapons for the purposes of overcoming damage reduction. At 4th level, your unarmed strikes are treated as cold iron and silver for the purposes of overcoming damage reduction. At 8th level, your unarmed strikes are treated as adamantine for the purposes of overcoming damage reduction. At 12th level, you choose an alignment (such as chaotic, evil, good, or lawful) and your unarmed strikes are treated as being that alignment for the purposes of overcoming damage reduction. At 16th level, your unarmed strikes ignore hardness of less than 20. At 20th level, your unarmed strikes are treated as epic weapons for the purposes of overcoming damage reduction. Note: Heroes of Alvena uses incremental magic damage reduction. The monk's unarmed strike is considered to be a +2 weapon at 4th level, +3 weapon at 8th level, +4 weapon at 12th level, +5 weapon at 16th, and +6 at 20th. This is only for the purposes of bypassing DR X/Magic, and does not actually confer any bonuses to attack and damage.
Mind Secret: You gain a bonus psionic feat for which you meet the prerequisites. You may take this secret multiple times.
Purity of Body: You are immune to all diseases, including supernatural and magical diseases. A monk must be at least 5th level to select this secret.
Runner: You gain the feat Speed of Thought as a bonus feat. In addition, for every 4 levels of monk you increase the insight bonus to your speed by 10 ft (this increase also applies when you expend your psionic focus to move faster using Speed of Thought).
Unseen Step: You add the dimension slide power to your list of powers known. A monk must be at least 5th level to select this secret.
Wholeness of Body: You add the natural healing psionic power to your list of powers known.
Zen Archery: You gain proficiency with the shortbow and longbow (and their composite versions) and treat them as special monk weapons for the purposes of your Monk Training class feature.
Catfall: At 2nd level, the monk adds the catfall power to his list of powers known. At 4th level, the monk can manifest catfall without paying its power point cost but it cannot be augmented and only reduces falling damage by 10 ft. At 6th level and every two levels thereafter, the monk reduces falling damage by another 10 ft. when manifesting catfall. At 20th level, the monk can manifest catfall to fall any distance without suffering damage.
Evasion: At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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.
Improved Evasion: At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Master's Secret: At 11th level and every two levels thereafter, the monk gains understanding of a master technique of his art. The monk may select any student's secret or may select one of the following secrets as a class feature.
Diamond Body: You gain immunity to poisons of all kinds.
Diamond Soul: You add the power resistance power to your list of powers known.
Empty Body: You add the ethereal form power to your list of powers known. You must be at least 13th level to select this secret.
Quivering Palm (Su): You can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. 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 his 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. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated. This secret can be taken multiple times. Each time you gain another use of quivering palm per day.
Tongue of the Sun and Moon (Su): You can speak with any living creature regardless of language (including creatures that normally do not have a language such as animals and vermin).
Transcendence: At 20th level, you have achieved perfect physical and mental enlightenment. The monk cannot die of old age and removes any aging penalties accrued. Bonuses due to aging still accrue. The monk adds planar travel and timeless body to his list of powers known.