Monk Special Abilities
- The monk's base attack bonus grants additional attacks at a faster rate while the monk is unarmed.
- As the monk increases in levels, the damage his fists inflict does as well:
- Level 1-3: 1-6
- Level 4-7: 1-8
- Level 8-11: 1-10
- Level 12-15: 1-12
- Level 16-20: 1-20
- Level 21-25: 1-20 +1-6
- Level 26-30: 1-20 +1-10
- A monk's natural armor class starts of 10 and increases by +1 at fifth level and every five levels thereafter.
- When not wearing armor a monk adds his wisdom bonus to his armor class in the same manner as his dexterity bonus.
- Stunning Attack: When this ability is used all of the monk's attacks in the next round force the target to make a saving throw or be stunned. This special ability automatically modifies the monk's normal attacks and no special targeting needs to be done. A monk can use these stunning attacks once per day per level (1 attack at first level, two attacks at second level, three attacks at third level, on so on).
- Evasion: All monks have the ability to evade damage from area affect spells. Whenever a monk makes a successful reflex save against an area affect spell that allows reflex save for half damage, the monk will take no damage.
- Deflect Arrows: At second level the monk gains the deflect arrows feat, yielding a +1 bonus against missile attacks.
- Still Mind: At third level the monk gains a +2 saving throw bonus against spells and effects from the enchantment school of magic.
- Quick Movement: The monk's unarmored movement speed increases at the 3rd, 6th, 10th, 12th, 15th, and 18th level of experience.
- Purity of Body: At fifth level the monk gains immunity to all disease.
- Wholeness of Body: At seventh level the monk the monk can cure up to twice his current level in hit points once per day.
- Improved Evasion: At ninth level the monk gains the improved evasion feat that is normally only available to rogues.
- Ki Strike: At tenth level the monk's unarmed attack become empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a Wight, as if the blow were made with a weapon with a +1 enchantment bonus. Ki Strike improves as the monk gains experience, increasing to +2 at 13th level, +3 at 16th level, and +4 at 21st level.
- Diamond Body: At eleventh level the monk gains immunity to all poisons.
- Diamond Soul: At thirteenth level the monk gains spell resistance. His spell resistance equals his level + 10. In order to affect the monk with a spell the spellcaster must roll the monk's spell resistance or higher on a 1d20 + spellcaster's level roll.
- Quivering Palm: At fifteenth level the monk gains this terrifying attack, which allows the monk to set up vibrations inside the body of another creature that can prove fatal. The monk can use the quivering palm attack once per day. Constructs, oozes, plants, elemental, and undead cannot be affected. The monk must be higher level than the target or have more levels than the target has hit dice). If the monk strikes successfully and the target takes damage from the blow, the target dies unless it makes a fortitude saving throw (DC 10 + one-half the monks level + wisdom modifier).
- Empty Body: At nineteenth level the monk can assume an ethereal state for two rounds a number of times a day equal to his level divided by two.
- Perfect Self: At 20th level the monk has tuned his body with skill and quasi-magical abilities to the point that he becomes a magical creature. He is forevermore treated as an outsider (extraplanar creature) rather than a humanoid. For instance, charm person does not affect him. Furthermore, the monk gains damage reduction 20/+1. This means that the monk instantly regenerates the first 20 points of damage from an attack unless it is done with a weapon that has at least a +1 (or better) enchantment bonus, by a spell, or by a form of energy (fire, cold, etc.). As an outsider, a 20th level monk is subject to spells that repel enchanted creatures.
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