The World Born Dead
(I’m using this class for Monks of the Kaorti order primarily)
Alignment Any lawful.
Hit Die d8.
Class Skills The monk’s class skills (and the key ability for each skill) are Autohypnosis (Wis), 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), and Tumble (Dex).
Skill Points at 1st Level (4 + Int modifier) ×4.
Skill Points at Each Additional Level 4 + Int modifier.
All of the following are class features of the monk.
Weapon and Armor Proficiency
Monks are proficient with club, hand crossbow, dagger, glaive, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, 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 insightful strike 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.
- Insightful Strike: When unarmored, a monk may reach out with her senses and land a telling blow against a foe. When doing so, she forgoes all extra attacks she is capable of making in order to make one singular blow in a round at her highest base attack bonus, but this attack takes a -4 penalty. 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 -2, and at 9th level it disappears. A monk must use a full attack action to strike with an insightful strike. If the attack hits, the monk does not deal normal damage. Instead, she makes a concentration check and deals damage equal to the check result. The monk’s strength modifier, her weapon’s magical properties (if any), and any other extra damage normally dealt does not modify this check (including extra damage from class abilities, feats, or spells).
When using insightful strike, a monk may attack only with unarmed strikes or with special monk weapons (glaive, kama, nunchaku, quarterstaff, sai, shuriken, and siangham). The monk can’t use any weapon other than a special monk weapon as part of an insightful strike.
A monk may make a number of insightful strikes per day equal to 3 + her wisdom modifier.
- Greater Insightful Strike: When a monk reaches 11th level, her insightful strike ability improves. Instead of dealing damage equal to a concentration check result, she deals damage equal to twice the result.
- 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: Small or Large Monk Unarmed Damage.
- Bonus Feat At 1st level, a monk may select either Improved Grapple, Endurance, or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes, Deflect Arrows, or Strangle Hold 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 in the PHB. A monk in armor or carrying a medium or heavy load loses this extra speed.
- Diamond Mind Technique (Ex): A monk of 3rd level or higher gains the ability to substitute a concentration check for a will save once per encounter.
- 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.
- Mind over Body (Ex): At 5th level, a monk gains the ability to substitute a concentration check for a fortitude save once per encounter.
- Awareness Technique (Ex): At 6th level, a monk, as long as he is not flat footed, gains low light vision and a +2 insight bonus to Listen and Spot checks.
- 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.
- Knowledgeable: At 11th level, a monk of the kaorti order receives a skill focus feat in any one knowledge skill, as a bonus feat.
- Hearing the Air (Su): At 12th level or higher, as long as the monk is not flat footed, he gains blindsense out to 10 feet and a +5 insight bonus to Listen checks. The range of his blindsense increases to 20 feet at 16th level.
- Rapid Counter (Ex): At 13th level, a monk gains the ability to make a free unarmed strike against any foe that hits him in melee as an immediate action once per round.
- 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 + 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.
- Time Stands Still (Ex): Upon attaining 17th level, once per encounter as a full round action, a monk may take two full attack actions in the same round.
- Perfect Diamond Blade Technique (Su): At 19th level, a monk gains the ability to make a concentration check in place of an attack roll, once per day. If the check is successful, the monk deals four times his normal damage. If the check fails, the monk becomes flat footed and loses his AC bonus until the end of his next turn.
- 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.