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[[Category:Epic Path]][[Category:Character Classes]][[Category:Monk]]
[[Category:Epic Path]][[Category:Character Classes]][[Category:Monk]]
[[Image:Monk.jpg|385px|right|It's called 'soap', and no, it won't hurt you, I promise.]]
[[Image:Monk.jpg|250px|right|It's called 'soap', and no, it won't hurt you, I promise.]]
<div style="font-size:80%">__TOC__</div>
<div class="toclimit-2" style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
== Description ==
There are as many ways to express your will upon the world as there are people with a will to express. Probably the simplest and most direct way of doing this is to pick up a rock and hit something. Indeed, there are many, many powerful and capable adventurers who make their way through the world doing exactly that.
For the a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.


'''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.
Then, there are the people who use less direct means of expressing their will upon the world, people who use aura-based powers and abilities, through song, raw martial talent, or magical aptitude in numerous varieties, to bend the world to their will.


'''Alignment:''' Any lawful
And then, there are 'rock-hitter' types who are more mystical, more spiritual, more lyrical, in their way of doing things. These are warriors who seek to flow through conflicts like water, air, or sand, who express their will upon the world through martial conflict, but more subtly than most. These people come from many walks of life, such as swashbuckling sea-dwellers, light-footed scalawags from the back alleys, deeply meditative farmers and millers, and yes, travelers from exotic Eastern lands with strange practices.
 
All of them use the same ways of dealing with the world, namely, a light, fast, highly-skilled armed and unarmed fighting style with an extreme emphasis on footwork and speed, combined with the ability to project power directly through their aura to empower themselves in numerous amazing ways. They are most commonly called 'monks', but can be known by a thousand different names (rakes, scalawags, gypsy fighters, bare-knuckle boxers, scrappers, fightin' fools, and many more besides), as every one of these 'aura warriors' expresses their path in their own unique way.
 
For simplicity, we refer to all these styles of warriors here as 'monks', and their aura power is called their 'chi pool'. If the player and GM want to name these differently, we encourage such behavior, to match the story YOU are telling.
 
Monks all tend to be organized, disciplined people, able to focus on a long-term goal and stay focused on that goal for as long as required to reach it. This ability is how they are able to develop their amazing powers. A consequence of this required focus is the fact that all Monks cannot have a Chaotic alignment.
 
====Role:====
Monks can be fast-moving melee combatants, or do a decent job of screening and soaking damage from enemies, and even act as flankers and skirmishers, using their mobility to confound enemies.
 
'''Alignment:''' Any non-chaotic


'''Hit Die:''' d8
'''Hit Die:''' d8
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'''Starting Wealth:''' 250 gp
'''Starting Wealth:''' 250 gp


'''Skill Ranks per Level:''' 6 + Int modifier.
=====Recommended Ability Score Priority:=====
 
'''Recommended Ability Score Priority:'''
:* '''''Wisdom:''''' primary; used for to-hits, damage, AC, and Maneuver Defense.
:* '''''Wisdom:''''' primary; used for to-hits, damage, AC, and Maneuver Defense.
:* '''''Dexterity:''''' secondary; used for to-hits, damage, and AC.
:* '''''Dexterity:''''' secondary; used for to-hits, damage, and AC.
Line 23: Line 31:
:* '''''Strength:''''' low priority.
:* '''''Strength:''''' low priority.


=== Favored Class: Monk ===
=====Base To-Hit:=====
If the Monk class is your [[Favored Class Bonus|favored class]], you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the [[#Class Progression: Monk|Class Progression: Monk]] table, below.
:A monk does not calculate their to-hits normally.  Monks get a class feature at 1st level ([[#Water_and_Stone_.28Ex.29|Water and Stone]], below) that replaces their Strength modifier with their Dexterity modifier with all to-hit rolls, and adds their Wisdom modifier as well.


{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="100%"
<div style="color:#734f96">
:* '''Melee To-Hit:''' Base Attack Bonus (BAB) + Dexterity Modifier + Wisdom Modifier
:* '''Ranged To-Hit:''' Base Attack Bonus (BAB) + Dexterity Modifier + Wisdom Modifier
</div>
 
=====Base Weapon Damage:=====
:A monk does not calculate their damage normally. Monks get a class feature at 1st level ([[#Water_and_Stone_.28Ex.29|Water and Stone]], below) that replaces their Strength modifier with their Dexterity modifier with all melee and ranged damage rolls.
 
<div style="color:#734f96">
:* '''Melee Damage:''' Base Weapon Damage + Dexterity Modifier
:* '''Thrown Weapon Damage:''' Base Weapon Damage + Dexterity Modifier
:* '''Projectile Weapon Damage:''' Base Weapon Damage ''(may add Dexterity Modifier <small>(instead of Strength) only if the weapon has the [[Mighty (Quality)|Mighty]] quality)''</small>
</div>
 
=====Base Armor Class:=====
:A monk's base armor class is 10, but monks cannot wear armor, or carry a shield.  Monks do get a class feature at every experience tier ([[#Shining_Heaven_Barrier_I_.28Ex.29|Shining Heaven Barrier]], below) that grants them a [[Training Bonus]] to AC, however, which should help them somewhat.
 
<div style="color:#734f96">
:* '''Armor Class:''' 10 + Adjusted Dexterity Modifier + Training Bonus + Racial Size Modifier <small>''(if any)''</small>
</div>
 
=====Maneuver Defense:=====
:A monk's maneuver defense is not calculated normally.  Monks get a class feature at 1st level ([[#Water_and_Stone_.28Ex.29|Water and Stone]], below) that replaces their Strength modifier with their Wisdom modifier when calculating their maneuver defense value.
 
<div style="color:#734f96">
:* '''Maneuver Defense:''' 10 + &frac12; Character Level <small>''(round down)''</small> + Wisdom Modifier + Dexterity Modifier + Size Modifier
</div>
 
=====Skills:=====
: Monks get <span style="color:#734f96">'''''6 + Int modifier'''''</span> skill ranks per Monk [[class level]].
 
<div style="margin-left:1.5em">
:* '''Bailiwick Skill:''' [[Reason]]
:: Your bailiwick skill is always considered a [[Natural Talent]] skill, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
 
:* '''Linked Skill:''' [[Knowledge (Logic)]]
:: You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill.  Remember that you can never place more skill ranks into a skill than your [[character level]]. Your Linked skill, as a [[Knowledge]] skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
 
:* '''Natural Talent:'''
:: You may choose one skill (in addition to your Bailiwick skill) to be a [[Natural Talent]] at 1st level, which means you can choose which of your ability modifiers are mapped to it.  Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
 
:: All characters receive an additional ''natural talent'' skill at character (not class) levels 11, 21, and 31.  Additional ''natural talents'' may also be gained through [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]]. Because ''natural talents'' are gained at particular character levels, dual-classed and multi-classed characters receive the same number of ''natural talent'' skills (and at the same levels) as a single-classed character.
 
:* '''Suggested Skills:'''
:: The following skills may be somewhat more applicable or useful to this class than others.  This list is by no means intended to limit which skills you choose for your character.  Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead.  These are ''just'' suggestions.
:::* [[Acrobatics]]
:::* [[Might]]
:::* [[Movement]]
</div>
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Favored Class: Monk ==
If the Monk class is your [[Favored Class]], you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the [[#Courageous_Monk_.28Levels_1_-_5.29|Courageous Monk (Levels 1 - 5)]] class tier table, below.
 
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|-
! align="center" width="30" rowspan="2" style="{{class-gradient|monk}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|monk}}" | Full Attack BAB || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Fort || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Ref || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Will || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|monk}}" | Favored Class Feature
|- style="{{linear-gradient|bottom|#800000, #3c0404}}; color: #fdee00;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk
|-
! align="center" | Fav
| &emsp; +0 || &emsp; -4 || &emsp; -8 || &emsp; n/a || &emsp; +2 || &emsp; +2 || &emsp; +2 || &emsp; 10 || [[#Nine_Suns_.28Ex.29|Nine Suns]]
|}
 
=== Nine Suns (Ex) ===
If you choose Monk as your favored class, any time you successfully perform a [[Combat Maneuver]], you add your Wisdom modifier to the damage dealt (assuming you choose to deal damage with the maneuver).  This bonus damage does not apply to [[Charge]] or [[Cleave]] maneuvers (since they already deal normal weapon damage), nor does it apply to [[Tumble]] or [[Withdraw]] maneuvers (since they never deal any damage).
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Courageous Monk (Levels 1 - 5) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|monk}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|monk}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|monk}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|monk}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|monk}}" | Class Features
|- style="{{linear-gradient|bottom|#800000, #3c0404}}; color: #fdee00;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 1st
| &emsp; +0 || &emsp; -4 || &emsp; -8 || &emsp; - || &emsp; +2 || &emsp; +2 || &emsp; +2 || &emsp; 10 || [[#Water_and_Stone_.28Ex.29|Water and Stone]], [[#The_Way_.28Ex.29|The Way]], [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Ex.29|Echoing Strike / Flurry of Blows]], [[#Shining_Heaven_Barrier_I_.28Ex.29|Shining Heaven Barrier I]]
|-
! align="center" | 2nd
| &emsp; +1 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; -7 <sup>''(+1)''</sup> || &emsp; - || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; 10 || [[#Martial_Arts_Disciple_I_.28Ex.29|Martial Arts Disciple I]], [[#Rattling_Fist_.28Ex.29|Rattling Fist]]
|-
! align="center" | 3rd
| &emsp; +2 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; -6 <sup>''(+1)''</sup> || &emsp; - || &emsp; +3 || &emsp; +3 || &emsp; +3 || &emsp; 10 || [[#Ki_Pool_.28Su.29|Ki Pool]], [[#First_Inner_Gate_.28Su.29|First Inner Gate]]
|-
! align="center" | 4th
| &emsp; +3 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; -5 <sup>''(+1)''</sup> || &emsp; - || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; 10 || [[#Harmonious_Breeze_I_.28Ex.29|Harmonious Breeze I]], [[#Evasion_.28Ex.29|Evasion]]
|-
! align="center" | 5th
| &emsp; +3 || &emsp; -1 || &emsp; -5 || &emsp; - || &emsp; +4 || &emsp; +4 || &emsp; +4 || &emsp; 10 || [[#Laughing_Moonlight_I_.28Ex.29|Laughing Moonlight I]], [[#Blood_Mist_Purge_.28Ex.29|Blood Mist Purge]]
|}
 
{{ClassProficiency|Monk}}
 
=== Water and Stone (Ex) ===
Beginning at 1st level, monks use their Dexterity modifier in any place that would normally call for their Strength modifier, when calculating to-hit and damage for melee or ranged attacks.  This includes any melee touch or ranged touch attacks they might make.
 
In addition, monks add their Wisdom modifier to all to-hit calculations for melee or ranged attack damage, including melee touch or ranged touch attacks.
 
Finally, monks use their Wisdom modifier in place of their Strength modifier when calculating their [[Maneuver Defense]] score.
 
Monks never add their Strength modifier to their melee or ranged attacks (either attack or damage), nor do they ever include it in their Maneuver Defense calculations.
 
If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.
 
=== The Way (Ex) ===
Monks gain the [[Unarmed Strike, Improved (Feat)|Improved Unarmed Strike]] feat as a bonus feat at 1st level, however it does not provide any benefits to them, except as a prerequisite for other feats.  (This is because the Monk's special attacks inflict considerably more damage than this feat grants.)
 
A monk's unarmed attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes even if their hands are full. There is no such thing as an off-hand attack for a monk striking unarmed.  As a result, monks gain no benefits from 2-weapon fighting feats, and cannot use these feats to gain additional off-hand attacks.  The same is true for monk weapons wielded by the monk &mdash; two-weapon fighting feats provide no benefit to a monk wielding monk weapons, and do not grant additional off-hand attacks. 
 
Instead, when attacking unarmed or using monk weapons, the monk can make use of their ''Echoing Strike / Flurry of Blows'' class feature (see below), which allows them to attack as fast as an expert at two-weapon fighting, without the need for all those feats.
 
<div style="margin-left:1.5em">
==== Monk Special Attack Damage (Courageous Tier) ====
A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks.  Sized-small monks can hit their enemies' most sensitive spots easily.  Sized-medium monks may hit harder but their points of impact are more spread out.  It all balances out! 
 
The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class.  Refer to the table below for damage dealt at this tier:
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|monk}}"
|- style="{{class-gradient|monk}}"
! width="30" | Level || width="100" | BAB || width="35" | Fort || width="35" | Ref || width="35" | Will || width="15%" | Base AC || width="15%" | Base Maneuver Defense || Class Bailiwick || Linked Skill
! width="35" align="center" | Monk Level || width="150" align="center" | Unarmed or Monk Weapon Damage
|-
! 1st
| 1d8 <small>''(+ Dex mod)''</small>
|-
! 2nd
| 1d8 <small>''(+ Dex mod)''</small>
|-
! 3rd
| 1d8 <small>''(+ Dex mod)''</small>
|-
! 4th
| 2d8 <small>''(+ Dex mod)''</small>
|-
|-
! Fav
! 5th
| +0 || +2 || +2 || +2 || 10 || 10 || [[Reason]] || [[Knowledge (Logic)]]
| 2d8 <small>''(+ Dex mod)''</small>
|}
|}


=== Class Progression: Monk ===
==== A Note On Base Weapon Damage ====
{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="100%"
Monks who acquire additional [[base weapon damage]], either through feats, magic items, magic weapon properties, etc., calculate this damage the same way any other class does.  The monk special attack damage '''''does not''''' alter the way base weapon damage works for the monk.  Namely, the additional base weapon damage is multiplied by the experience tier of the character's total level (not monk class level).  I.e., at levels 1-5, the additional base weapon damage is the same as listed.  At levels 6-10, it is doubled; at levels 11-15, it is tripled; at 16-20, it is quadrupled, etc.
 
:'''''Example:''' If the monk puts the [[Impact_(Melee_Weapon_Magic_Property)|Impact]] magic weapon property on a pair of nunchaku (a weapon that the monk can use and still perform echoing strike/flurry of blows), they gain +2 base weapon damage with all of their attacks.  At levels 1-5, this is just +2 additional damage (though it is multiplied on a critical hit).  At levels 6-10, it adds +4 damage to all successful attacks.  At levels 11-15, it adds +6; at levels 16-20, it adds +8; at levels 21-25, it adds +10; at levels 26-30, it adds +12; and at levels 31 and higher, it adds +14 damage to all successful attacks.  This is exactly the same progression as this property would provide to any other character class.''
</div>
 
=== Echoing Strike / Flurry of Blows (Ex) ===
At 1st level, any time the monk performs an [[Attack Action]], and they are using either unarmed strike or a monk weapon to do so, they may attack twice at the same attack value as that attack.  An attack action is an attack that can be performed with either a [[Standard Action]], or with ''any'' attack during a [[Full Attack Action]].
 
When the attack is performed as a Standard Action, it is called an ''Echoing Strike''.  The monk rolls to-hit twice, using their highest available attack value.  Each roll is resolved as their own attack; that is, if both hit, the monk deals their monk special attack damage twice.  If only one hits, they deal their monk special attack damage once.
 
When this class feature is used during a Full Attack Action, it is called a ''Flurry of Blows''.  Since the Monk's BAB allows them to perform three attack actions during a full attack action, they can perform up to six attacks (assuming they don't trade away any attack actions for 5-foot steps or combat maneuvers; see [[Full Attack Action]] for details on that).  Another way of thinking of this is that you can perform three Echoing Strikes.  The first set of two attacks are made at Full BAB, the second set of two attacks are made at BAB - 5, and the final set of two attacks are made at BAB -10.  Each successful hit deals the monk's special attack damage.
 
The monk can always target anyone within their melee reach with each attack available to them.  They are not required to apply both attacks of an Echoing Strike to the same creature, for example.  Furthermore, the monk may perform a 5-foot step between each strike of an Echoing Strike or a Flurry of Blows if they have a 5-foot step available to them (they can even perform multiple 5-foot steps, if they have multiple available).
 
If a monk trades away an attack action for a 5-foot step, or uses an attack action to perform a combat maneuver, this 'uses up' one echoing strike's worth of attacks, which is to say, one pair of attacks, per attack action traded away.  That is, during a monk's full attack, they normally get six attacks, since they have three attack actions.  If they trade away one of those attack actions for a 5-foot step or to perform a combat maneuver, they can only make 4 attacks during that full attack action, since they only have two attack actions remaining.
 
Note that an effect that grants a monk a 'bonus attack' (such as a [[Haste (Sorcerer/Wizard Spell)|Haste]] spell) does '''''not''''' grant the monk a bonus attack action, and therefore only allows the monk to perform a single attack (normally at their highest attack value), not a pair of attacks.  Only an effect that grants the monk a bonus standard action (such as an action point spent in the 3rd round of combat), or explicitly states it grants a bonus attack action, would allow the monk to use Echoing Strike, or perform an additional pair of attacks during a Flurry of Blows.
 
A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows.  If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.  In such a case, each of the monk's attack actions would only produce one attack.
 
=== Shining Heaven Barrier I (Ex) ===
At 1st level, the monk learns to center the energy within themselves through meditation and a fierce willpower.  As a result, they gain a +3 [[Training Bonus]] to their Armor Class (AC) at all times.
 
Unlike normal training bonuses, the training bonus to AC from ''Shining Heaven Barrier I'' stacks with the training bonus to AC from any other ''Shining Heaven Barrier'' class features you may possess.  Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the ''Shining Heaven Barrier'' series) do not stack.  Instead, only the highest available value is counted.  Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.
 
=== Martial Arts Disciple I (Ex) ===
At 2nd level, the monk may choose a bonus feat from the list provided below.  Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the [[prerequisites]] of the feat in order to select it.  Once chosen, the selection cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].
 
::{| class="ep-default2" style="text-align:left; font-size:85%;" width="95%"
|- style="{{class-gradient|monk}}"
|- style="{{class-gradient|monk}}"
! width="30" | Level || width="100" | BAB || width="35" | Fort || width="35" | Ref || width="35" | Will || width="75" | Echoing Strike || width="150" | Flurry of Blows || width="75" | Unarmed Damage || width="75" | Ki Bonus || width="75" | Fast Movement || Special
! width="15%" | Feat Name || width="30%" align="center" | Prerequisites || width="55%" align="center" | Benefit
|-
|-
! 1st
| [[Combat Expertise (Feat)|Combat Expertise]] || {{:Combat Expertise (Feat)|transcludesection=Prerequisites}} || {{:Combat Expertise (Feat)|transcludesection=ShortDesc}}
| +0 || +0 || +0 || +0 || -2/-2  || -2/-2  || 1d6 || 0 || +0 ft. || Align="Left" | Body Hardening, Flurry of Blows, Rattling Fist, Versatile Attack, Unarmed Strike
|-
|-  
| [[Combat Reflexes (Feat)|Combat Reflexes]] || {{:Combat Reflexes (Feat)|transcludesection=Prerequisites}} || {{:Combat Reflexes (Feat)|transcludesection=ShortDesc}}
! 2nd
|-
| +1 || +1 || +1 || +1 || -1/-1  || -1/-1 ||  1d6 || 0 || +0 ft. || Align="Left" | Bonus Feat, Evasion
| [[Deflect Arrows (Feat)|Deflect Arrows]] || {{:Deflect Arrows (Feat)|transcludesection=Prerequisites}} || {{:Deflect Arrows (Feat)|transcludesection=ShortDesc}}
|-
|-
! 3rd
| [[Dodge (Feat)|Dodge]] || {{:Dodge (Feat)|transcludesection=Prerequisites}} || {{:Dodge (Feat)|transcludesection=ShortDesc}}
| +1 || +0 || +0 || +0 || +0/+0 || +0/+0 || 1d8 || 0 || +10 ft. || Align="Left" | Fast Movement, Maneuver Training, Still Mind
|-
! 4th
| +1 || +1 || +1 || +1 || +1/+1 || +1/+1 || 1d8 || 1 || +10 ft. || Align="Left" | Ki Pool (magic), Slow Fall (20 ft.)
|-
|-
! 5th
| [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] || {{:Improved Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Improved Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
| +0 || +0 || +0 || +0 || +2/+2 || +2/+2 || 2d6 || 1 || +10 ft. || Align="Left" | High Jump, Purity of Body
|-
! 6th
| +1 || +1 || +1 || +1 || +3/+3 || +3/+3 || 2d6 || 1 || +20 ft. || Align="Left" | Bonus Feat, Slow Fall (30 ft.)
|-
|-
! 7th
| [[Power Attack (Feat)|Power Attack]] || {{:Power Attack (Feat)|transcludesection=Prerequisites}} || {{:Power Attack (Feat)|transcludesection=ShortDesc}}
| +1 || +0 || +0 || +0 || +4/+4 || +4/+4 || 2d8 || 1 || +20 ft. || Align="Left" | Ki Pool (cold iron and silver), Wholeness of Body
|-
! 8th
| +1 || +1 || +1 || +1 || +5/+5 || +5/+5/+0/+0 ||  2d8 || 2  || +20 ft. || Align="Left" | Slow Fall (40 ft.)
|-
|-
! 9th
| [[Scorpion Style (Feat)|Scorpion Style]] || {{:Scorpion Style (Feat)|transcludesection=Prerequisites}} || {{:Scorpion Style (Feat)|transcludesection=ShortDesc}}
| +0 || +0 || +0 || +0 || +6/+6 || +6/+6/+1/+1 ||  3d6 || 2 || +30 ft. || Align="Left" | Improved Evasion
|}
|-  
 
! 10th
=== Rattling Fist (Ex) ===
| +1 || +1 || +1 || +1 || +7/+7 || +7/+7/+2/+2 || 3d6 || 2 || +30 ft. || Align="Left" | Bonus Feat, Ki Pool (lawful), Slow Fall (50 ft.)
At 2nd level, the monk gains the [[Rattling Fist (Feat)]] as a bonus feat.  The monk may attempt a ''Rattling Fist'' attack a number of times per day equal to their monk level, plus one additional time per day for every five levels they possess in classes other than monk.
 
The monk may use ''Rattling Fist'' as one attack during an Echoing Strike, or as any of the attacks during a [[Full Attack Action]].  It uses the same to-hit value as the attack it is replacing.
 
''Rattling Fist'' may never be attempted more than once per round, even with the use of action points.  Because ''Rattling Fist'' inflicts a status condition, creatures with roles that grant partial immunity to conditions (such as [[Heavy|heavies]] or [[Threat|threats]]) will also be resistant to ''Rattling Fist''.
 
: '''Synergy:''' If a creature receives any other status condition while it is suffering from the [[Rattled]] condition laid by the monk's ''Rattling Fist'', the Rattled condition may be replaced with a new effect. In such cases, the residual spiritual energy of the monk's attack is instantly released throughout the creature's body, dealing 1d6 points of damage per two Monk levels of the monk (rounding down, minimum 1d6, maximum 17d6 at Monk level 34) as {{dmg|slashing}} damage.  There is no saving throw for this effect.
 
=== Ki Pool (Su) ===
Beginning at 3rd level, the monk gains a Ki Pool, allowing them to perform amazing feats by channeling and directing the spiritual energy that circulates through their body's meridians (or chakra points, dantian spaces, or madra channels, if you prefer).  The monk gains a number of Ki points equal to their {{hi|monk class level + their WIS modifier}} per day.  Once a ki point has been spent, it is gone until the monk completes a [[Full Night's Rest]].  After completing each full night's rest, the monk is fully restored back up to their maximum number of ki points for the day.  Any ki points not spent prior to completing a full night's rest are lost &mdash; unspent points cannot be 'saved up' from previous days.
 
Spending ki points is usually a free action, and there is no limit on how many of the monk's remaining ki points they can spend in each round.  However, wise monks should probably reserve at least a few ki points to ensure they can handle any surprises or unforeseen circumstances they might encounter before they get a chance to rest and restore their Ki Pool.
 
=== First Inner Gate (Su) ===
At 3rd level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats.  They gain the ability to do the following:
 
:* The monk can spend 1 point of ki as a [[free action]] during their turn to grant themselves a bonus attack at their highest attack value (Full BAB). The bonus attack must be rolled before the end of their current turn, or it is lost. This use of ki can never be performed more than once per round, even with the use of action points.
 
:* The monk can spend 1 point of ki as a [[free action]] during their turn to grant themselves a +4 [[circumstance bonus]] to their AC until the start of their next turn.  This use of ki can never be performed more than once per round, even with the use of action points.
 
:* The monk can spend 1 point of ki as a [[free action]] during their turn to prevent one enemy from making any attacks of opportunity against the monk (for any reason) until the start of the monk's next turn.  This use of ki can be used up to once per enemy per round.
 
=== Harmonious Breeze I (Ex) ===
At 4th level, the monk's [[Walk]] speed permanently increases by 10 feet.  If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.
 
=== Evasion (Ex) ===
{{Evasion|level=4th|class=monk}}
 
=== Laughing Moonlight I (Ex) ===
At 5th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls. Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. If the fall was intentional, the monk may combine this class feature with an [[Acrobatics#Mitigate_Falling_Damage|Acrobatics]] check to attempt to mitigate the fall even more.
 
As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked [[prone]] by the fall.  However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.
 
If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.
 
=== Blood Mist Purge (Ex) ===
At 5th level, the monk becomes immune to all diseases.
 
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== Intrepid Monk (Levels 6 - 10) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|monk}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|monk}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|monk}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|monk}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|monk}}" | Class Features
|- style="{{linear-gradient|bottom|#800000, #3c0404}}; color: #fdee00;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
|-
! 11th
! align="center" | 6th
| +1 || +0 || +0 || +0 || +8/+8 || +8/+8/+3/+3 || 3d8 || 2 || +30 ft. || Align="Left" | Diamond Body
| &emsp; +4 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; -4 <sup>''(+1)''</sup> || &emsp; - || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#Water_and_Stone_.28Intrepid_Tier.29|Water and Stone]], [[#The_Way_.28Intrepid_Tier.29|The Way]], [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Intrepid_Tier.29|Echoing Strike / Flurry of Blows]], [[#Ki_Pool_.28Intrepid_Tier.29|Ki Pool]], [[#Rattling_Fist_.28Intrepid_Tier.29|Rattling Fist]]''</small>, [[#Shining_Heaven_Barrier_II_.28Ex.29|Shining Heaven Barrier II]]
|-  
! 12th
| +1 || +1 || +1 || +1 || +9/+9 || +9/+9/+4/+4 || 3d8 || 3 || +40 ft. || Align="Left" | Abundant Step, Slow Fall (60 ft.)
|-
|-
! 13th
! align="center" | 7th
| +0 || +0 || +0 || +0 || +9/+9 || +9/+9/+4/+4 || 4d6 || 3 || +40 ft. || Align="Left" | Diamond Soul
| &emsp; +5 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; -3 <sup>''(+1)''</sup> || &emsp; - || &emsp; +5 || &emsp; +5 || &emsp; +5 || &emsp; 10 || [[#Martial_Arts_Disciple_II_.28Ex.29|Martial Arts Disciple II]]
|-  
! 14th
| +1 || +1 || +1 || +1 || +10/+10 || +10/+10/+5/+5 || 4d6 || 3 || +40 ft. || Align="Left" | Bonus Feat, Slow Fall (70 ft.)
|-
|-
! 15th
! align="center" | 8th
| +1 || +0 || +0 || +0 || +11/+11 || +11/+11/+6/+6/+1/+1  ||  4d8 || 3 || +50 ft. || Align="Left" | Quivering Palm
| &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; -2 <sup>''(+1)''</sup> || &emsp; - || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; 10 || [[#Second_Inner_Gate_.28Su.29|Second Inner Gate]]
|-
! 16th
| +1 || +1 || +1 || +1 || +12/+12 || +12/+12/+7/+7/+2/+2 ||   4d8 || 4 || +50 ft. || Align="Left" | Ki Strike (Adamantine), Slow Fall (80 ft.)
|-
|-
! 17th
! align="center" | 9th
| +0 || +0 || +0 || +0 || +12/+12 || +12/+12/+7/+7/+2/+2 ||  6d6 || 4 || +50 ft. || Align="Left" | Timeless Body, Tongue of the Sun and the Moon
| &emsp; +6 || &emsp; +2 || &emsp; -2 || &emsp; - || &emsp; +6 || &emsp; +6 || &emsp; +6 || &emsp; 10 || [[#Harmonious_Breeze_II_.28Ex.29|Harmonious Breeze II]], [[#Shockwave_Ki_Barrage_.28Su.29|Shockwave Ki Barrage]]
|-
! 18th
| +1 || +1 || +1 || +1 || +13/+13 || +13/+13/+8/+8/+3/+3 ||   6d6 || 4 || +60 ft. || Align="Left" | Bonus Feat, Slow Fall (90 ft.)
|-
|-
! 19th
! align="center" | 10th
| +1 || +0 || +0 || +0 || +14/+14 || +14/+14/+9/+9/+4/+4 ||   5d8 || 4 || +60 ft. || Align="Left" | Empty Body
| &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; -1 <sup>''(+1)''</sup> || &emsp; - || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; 10 || [[#Laughing_Moonlight_II_.28Ex.29|Laughing Moonlight II]], [[#Swooping_Shadows_.28Ex.29|Swooping Shadows]]
|-
|}
! 20th
 
| +1 || +1 || +1 || +1 || +15/+15 || +15/+15/+10/+10/+5/+5 || 5d8 || 5 || +60 ft. || Align="Left" | Perfect Self, Slow Fall (any distance)
{{ClassProficiency|Monk}}
 
=== Water and Stone (Intrepid Tier) ===
If you do not already have the ''Water and Stone'' class feature, you gain it at 6th level. See [[#Water_and_Stone_.28Ex.29|Water and Stone]] for details on how this works.
 
Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.
 
=== The Way (Intrepid Tier) ===
If you do not already know ''The Way'', you learn it at 6th level. See [[#The_Way_.28Ex.29|The Way]] for details on how this works.
 
<div style="margin-left:1.5em">
==== Monk Special Attack Damage (Intrepid Tier) ====
A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks.  Sized-small monks can hit their enemies' most sensitive spots easily.  Sized-medium monks may hit harder but their points of impact are more spread out.  It all balances out! 
 
The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class.  Refer to the table below for damage dealt at this tier:
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|monk}}"
|- style="{{class-gradient|monk}}"
! Level || BAB || Fort || Refl || Will || Echoing Strike || Flurry of Blows || Unarmed Damage || Ki Bonus || Fast Movement || Special
! width="35" align="center" | Monk Level || width="150" align="center" | Unarmed or Monk Weapon Damage
|-
|-
! 21st
! 6th
| +1 || +1 || +1 || +1 || +16/+16 || +16/+16/+11/+11/+6/+6 || 6d8 || 5 || +70 ft. || Align="Left" | Paragon of Inner Strength, The Willow Bends
| 2d8 <small>''(+ Dex mod)''</small>
|-
|-
! 22nd
! 7th
| +0 || +0 || +0 || +0 || +16/+16 || +16/+16/+11/+11/+6/+6 || 6d8 || 5 || +70 ft. || Align="Left" | Wholeness of Spirit
| 3d8 <small>''(+ Dex mod)''</small>
|-
|-
! 23rd
! 8th
| +1 || +1 || +1 || +1 || +17/+17 || +17/+17/+12/+12/+7/+7 || 5d10 || 5 || +70 ft. || Align="Left" | Transcendant Grace
| 3d8 <small>''(+ Dex mod)''</small>
|-
|-
! 24th
! 9th
| +0 || +0 || +0 || +0 || +17/+17 || +17/+17/+12/+12/+7/+7 || 5d10 || 6 || +80 ft. || Align="Left" | Dancing Step
| 3d8 <small>''(+ Dex mod)''</small>
|-
|-
! 25th
! 10th
| +1 || +1 || +1 || +1 || +18/+18 || +18/+18/+13/+13/+8/+8 || 7d8 || 6 || +80 ft. || Align="Left" | Warrior of the Spirit
| 4d8 <small>''(+ Dex & Wis mods)''</small>
|}
</div>
 
=== Echoing Strike / Flurry of Blows (Intrepid Tier) ===
If you do not already have the ''Echoing Strike / Flurry of Blows'' class feature, you gain it at 6th level. See [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Ex.29|Echoing Strike / Flurry of Blows]] for details on how this works.
 
A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.
 
=== Ki Pool (Intrepid Tier) ===
If you do not already have the ''Ki Pool'' class feature, you gain it at 6th level. See [[#Ki_Pool_.28Su.29|Ki Pool]] for details on how this works.
 
=== Rattling Fist (Intrepid Tier) ===
If you do not already have the ''Rattling Fist'' class feature, you gain it at 6th level. See [[#Rattling_Fist_.28Ex.29|Rattling Fist]] for details on how this works.
 
=== Shining Heaven Barrier II (Ex) ===
At 6th level, the monk learns to center the energy within themselves through meditation and a fierce willpower.  As a result, they gain a +1 [[Training Bonus]] to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).
 
The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning).  In that case, only the highest available value is used.
 
Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other ''Shining Heaven Barrier'' class feature you may possess.  Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the ''Shining Heaven Barrier'' series) do not stack.  Instead, only the highest available value is counted.  Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.
 
You do '''''not''''' automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.
 
=== Martial Arts Disciple II (Ex) ===
At 7th level, the monk may choose a bonus feat from the list provided below.  Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it.  Once chosen, the selection cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].
 
::{| class="ep-default2" style="text-align:left; font-size:85%;" width="95%"
|- style="{{class-gradient|monk}}"
! width="15%" | Feat Name || width="30%" align="center" | Prerequisites || width="55%" align="center" | Benefit
|-
|-
! 26th
| [[Adroit Defender (Feat)|Adroit Defender]] || {{:Adroit Defender (Feat)|transcludesection=Prerequisites}} || {{:Adroit Defender (Feat)|transcludesection=ShortDesc}}
| +0 || +0 || +0 || +0 || +18/+18 || +18/+18/+13/+13/+8/+8 || 7d8 || 6 || +80 ft. || Align="Left" | Ascetic
|-
|-
! 27th
| [[Combat Expertise (Feat)|Combat Expertise]] || {{:Combat Expertise (Feat)|transcludesection=Prerequisites}} || {{:Combat Expertise (Feat)|transcludesection=ShortDesc}}
| +1 || +1 || +1 || +1 || +19/+19 || +19/+19/+14/+14/+9/+9 || 6d10 || 6 || +90 ft. || Align="Left" | The Wellspring
|-
|-
! 28th
| [[Combat Reflexes (Feat)|Combat Reflexes]] || {{:Combat Reflexes (Feat)|transcludesection=Prerequisites}} || {{:Combat Reflexes (Feat)|transcludesection=ShortDesc}}
| +0 || +0 || +0 || +0 || +19/+19 || +19/+19/+14/+14/+9/+9 || 6d10 || 7 || +90 ft. || Align="Left" | Grand Master
|-
|-
! 29th
| [[Deflect Arrows (Feat)|Deflect Arrows]] || {{:Deflect Arrows (Feat)|transcludesection=Prerequisites}} || {{:Deflect Arrows (Feat)|transcludesection=ShortDesc}}
| +1 || +1 || +1 || +1 || +20/+20 || +20/+20/+15/+15/+10/+10 || 8d8 || 7 || +90 ft. || Align="Left" | Iron Fist
|-
|-
! 30th
| [[Dodge (Feat)|Dodge]] || {{:Dodge (Feat)|transcludesection=Prerequisites}} || {{:Dodge (Feat)|transcludesection=ShortDesc}}
| +0 || +0 || +0 || +0 || +20/+20 || +20/+20/+15/+15/+10/+10 || 8d8 || 7 || +100 ft. || Align="Left" | Ki Strike
|-
|-
! 31st
| [[Gorgon's Fist (Feat)|Gorgon's Fist]] || {{:Gorgon's Fist (Feat)|transcludesection=Prerequisites}} || {{:Gorgon's Fist (Feat)|transcludesection=ShortDesc}}
| +1 || +1 || +1 || +1 || +21/+21 || +21/+21/+16/+16/+11/+11 || 7d10 || 7 || +100 ft. || Align="Left" | Divine Ascetic
|-
|-
! 32nd
| [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] || {{:Improved Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Improved Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
| +0 || +0 || +0 || +0 || +21/+21 || +21/+21/+16/+16/+11/+11 || 7d10 || 8 || +100 ft. || Align="Left" | Three Inch Punch
|-
|-
! 33rd
| [[Mobility (Feat)|Mobility]] || {{:Mobility (Feat)|transcludesection=Prerequisites}} || {{:Mobility (Feat)|transcludesection=ShortDesc}}
| +1 || +1 || +1 || +1 || +22/+22 || +22/+22/+17/+17/+12/+12 || 8d10 || 8 || +110 ft. || Align="Left" | Body Over Mind
|-
|-
! 34th
| [[Power Attack (Feat)|Power Attack]] || {{:Power Attack (Feat)|transcludesection=Prerequisites}} || {{:Power Attack (Feat)|transcludesection=ShortDesc}}
| +0 || +0 || +0 || +0 || +22/+22 || +22/+22/+17/+17/+12/+12 || 8d10 || 8 || +110 ft. || Align="Left" | Enlightened
|-
|-
! 35th
| [[Scorpion Style (Feat)|Scorpion Style]] || {{:Scorpion Style (Feat)|transcludesection=Prerequisites}} || {{:Scorpion Style (Feat)|transcludesection=ShortDesc}}
| +1 || +1 || +1 || +1 || +23/+23 || +23/+23/+18/+18/+13/+13 || 7d12 || 8 || +110 ft. || Align="Left" | Five Point Exploding Palm Strike
|}
 
=== Second Inner Gate (Su) ===
At 8th level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:
 
:* The monk can spend 1 point of ki as a [[free action]] during their turn to heal themselves an amount of damage equal to their Monk [[class level]]. This is a form of [[instantaneous healing]]. This use of ki can never be performed more than once per round, even with the use of action points.
 
:* The monk can spend 1 point of ki as a [[free action]] during their turn to use their Reflex saving throw in place of any other saving throws (Fortitude or Will) they are required to make before the start of their next turn. This use of ki can never be performed more than once per round, even with the use of action points.
 
=== Harmonious Breeze II (Ex) ===
At 9th level, the monk's [[Walk]] speed permanently increases by 10 feet.  If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.
 
You do '''''not''''' automatically gain any ''Harmonious Breeze'' class features of previous tiers, unless you actually took those previous tiers.
 
=== Shockwave Ki Barrage (Su) ===
At 9th level, the monk is able to hurl their ki outside of their body.  By spending 1 ki point per attack, the monk can perform a melee attack as a [[ranged touch attack]] with a range of Close (25 feet + 5 feet per level).  If the attack hits, it deals the same damage it would normally deal, if had been one of the monk's melee attacks. The monk can do this in place of any standard melee attack they can perform, including any attack action during a Full Attack Action.  If used in conjunction with an [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Ex.29|Echoing Strike]], a single ki point makes ''both'' attacks into ranged touch attacks (though the monk may choose to make one of them a melee attack, instead, if they prefer).  The only limitations on the number of times a monk can use this ability in a given round are the monk's number of available attacks, and their available ki points.
 
Making a ranged touch attack while threatened by an enemy provokes attacks of opportunity, and the monk may suffer penalties for firing into melee or attempting to fire past allies in the path of their attack, unless they have feats to support this class feature, such as [[Weapon Focus (Feat)]].
 
The exact appearance of these attacks are left to the player and referee, but we urge you, please strive to be tasteful.  In particular, shouting 'HADOKEN' or 'KAMEHAMEHA' when this ability is used is discouraged, as it grows tiresome quickly.  Just... trust us.
 
=== Laughing Moonlight II (Ex) ===
At 10th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls.  Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the ''Laughing Moonlight'' class feature the monk may possess.  If the fall was intentional, the monk may combine this class feature with an [[Acrobatics#Mitigate_Falling_Damage|Acrobatics]] check to attempt to mitigate the fall even more.
 
As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked [[prone]] by the fall.  However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.
 
If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.  The monk does '''''not''''' automatically gain any ''Laughing Moonlight'' class features of previous tiers, unless they actually took those previous tiers.
 
=== Swooping Shadows (Ex) ===
Starting at 10th level, the monk adds their Wisdom modifier to the damage of their attacks, when using unarmed strikes or wielding a [[Monk-Usable (Quality)|monk-usable]] weapon.
 
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== Heroic Monk (Levels 11 - 15) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|monk}}"
|- style="{{class-gradient|monk}}"
! 36th || colspan="10" | Apotheosis!
! align="center" width="30" rowspan="2" style="{{class-gradient|monk}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|monk}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|monk}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|monk}}" | Class Features
|- style="{{linear-gradient|bottom|#800000, #3c0404}}; color: #fdee00;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 11th
| &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; +0 <sup>''(+1)''</sup> || &emsp; - || &emsp; +7 || &emsp; +7 || &emsp; +7 || &emsp; 10 || <small>''[[#The_Way_.28Heroic_Tier.29|The Way]], [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Heroic_Tier.29|Echoing Strike / Flurry of Blows]], [[#Water_and_Stone_.28Heroic_Tier.29|Water and Stone]], [[#Ki_Pool_.28Heroic_Tier.29|Ki Pool]], [[#Rattling_Fist_.28Heroic_Tier.29|Rattling Fist]], [[#Shockwave_Ki_Barrage_.28Heroic_Tier.29|Shockwave Ki Barrage]], [[#Swooping_Shadows_.28Heroic_Tier.29|Swooping Shadows]]''</small>, [[#Shining_Heaven_Barrier_III_.28Ex.29|Shining Heaven Barrier III]]
|-
! align="center" | 12th
| &emsp; +9 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; +1 <sup>''(+1)''</sup> || &emsp; - || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; 10 || [[#Martial_Arts_Disciple_III_.28Ex.29|Martial Arts Disciple III]]
|-
! align="center" | 13th
| &emsp; +9 || &emsp; +5 || &emsp; +1 || &emsp; - || &emsp; +8 || &emsp; +8 || &emsp; +8 || &emsp; 10 || [[#Third_Inner_Gate_.28Su.29|Third Inner Gate]]
|-
! align="center" | 14th
| &emsp; +10 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; +2 <sup>''(+1)''</sup> || &emsp; - || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; 10 || [[#Harmonious_Breeze_III_.28Ex.29|Harmonious Breeze III]], [[#Quivering_Palm_.28Su.29|Quivering Palm]]
|-
! align="center" | 15th
| &emsp; +11 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; +3 <sup>''(+1)''</sup> || &emsp; - || &emsp; +9 || &emsp; +9 || &emsp; +9 || &emsp; 10 || [[#Laughing_Moonlight_III_.28Ex.29|Laughing Moonlight III]], [[#Jade_Phoenix_Binding_I_.28Ex.29|Jade Phoenix Binding I]]
|}
|}


== Class Features ==
{{ClassProficiency|Monk}}
=== Weapon Proficiency ===
 
Monks are proficient with brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.
=== Water and Stone (Heroic Tier) ===
If you do not already have the ''Water and Stone'' class feature, you gain it at 11th level. See [[#Water_and_Stone_.28Ex.29|Water and Stone]] for details on how this works.
 
Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.
 
=== The Way (Heroic Tier) ===
If you do not already know ''The Way'', you learn it at 11th level. See [[#The_Way_.28Ex.29|The Way]] for details on how this works.
 
<div style="margin-left:1.5em">
==== Monk Special Attack Damage (Heroic Tier) ====
A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks.  Sized-small monks can hit their enemies' most sensitive spots easily.  Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out! 


Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, siangham and temple sword are considered to be special Monk Weapons (see below).
The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class.  Refer to the table below for damage dealt at this tier:
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|monk}}"
! width="35" align="center" | Monk Level || width="150" align="center" | Unarmed or Monk Weapon Damage
|-
! 11th
| 4d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 12th
| 4d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 13th
| 5d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 14th
| 5d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 15th
| 5d8 <small>''(+ Dex & Wis mods)''</small>
|}
</div>


=== Armor and Shield Proficiency ===
=== Echoing Strike / Flurry of Blows (Heroic Tier) ===
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 the use of many of her abilities.
If you do not already have the ''Echoing Strike / Flurry of Blows'' class feature, you gain it at 11th level. See [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Ex.29|Echoing Strike / Flurry of Blows]] for details on how this works.


=== Natural Talent (Ex) ===
A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.
At 1st level, all characters receive two natural [[Natural Talent]] skills: one in their [[bailiwick skill]], and one in any other skill of their choice. ''Natural talent'' allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for ''natural talent'' that you cannot put ranks into (such as a bailiwick skill not available to your class).  ''Natural talent'' skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.


All characters receive an additional ''natural talent'' skill at character (not class) levels 11, 21, and 31. Additional ''natural talents'' may also be gained through [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]].
=== Ki Pool (Heroic Tier) ===
If you do not already have the ''Ki Pool'' class feature, you gain it at 11th level. See [[#Ki_Pool_.28Su.29|Ki Pool]] for details on how this works.


=== Body Hardening (Ex) ===
=== Rattling Fist (Heroic Tier) ===
Beginning at 1st level, when unarmored and unencumbered, the monk adds her Wisdom modifier (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 4th level. This bonus improves as the monk gains additional levels, as shown under "Ki Bonus" on [[#Class Progression: Monk|Class Progression: Monk]], to a maximum of +8 at level 32.  These bonuses to AC are also applied to the monk's Touch and Flat-Footed AC's.
If you do not already have the ''Rattling Fist'' class feature, you gain it at 11th level. See [[#Rattling_Fist_.28Ex.29|Rattling Fist]] for details on how this works.


Furthermore, when calculating [[Maneuver Defense]], the monk may use her WIS modifier in place of her STR modifier.
=== Shockwave Ki Barrage (Heroic Tier) ===
If you do not already have the ''Shockwave Ki Barrage'' class feature, you gain it at 11th level. See [[#Shockwave_Ki_Barrage_.28Su.29|Shockwave Ki Barrage]] for details on how this works.


The monk loses these bonuses any time she wears any armor (i.e. gains an armor bonus to AC), when she carries a shield (i.e. gains a shield bonus to AC), or when she carries a medium or heavy load.
=== Swooping Shadows (Heroic Tier) ===
If you do not already have the ''Swooping Shadows'' class feature, you gain it at 11th level. See [[#Swooping_Shadows_.28Ex.29|Swooping Shadows]] for details on how this works.


=== Versatile Attack (Ex) ===
=== Shining Heaven Barrier III (Ex) ===
Beginning at 1st level, the monk may use her DEX modifier instead of STR for attack and damage rolls for unarmed attacks or monk weapons.
At 11th level, the monk learns to center the energy within themselves through meditation and a fierce willpower.  As a result, they gain a +1 [[Training Bonus]] to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).  


=== Unarmed Attack ===
The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning).  In that case, only the highest available value is used.
At 1st level, a monk gains [[Unarmed Strike, Improved (Feat)]] as a bonus feat. A monk's unarmed attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes even if her hands are 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 (or Dex bonus, see [[#Versatile_Attack_.28Ex.29|Versatile Attack]]) on damage rolls for all her unarmed strikes.


Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal [[Non-Lethal Damage]] instead with no penalty on her attack rolls. She has the same choice to deal lethal or Non-Lethal Damage while grappling.
Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other ''Shining Heaven Barrier'' class feature you may possess.  Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the ''Shining Heaven Barrier'' series) do not stack. Instead, only the highest available value is counted.  Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.


A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
You do '''''not''''' automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.


A monk also deals more damage with her unarmed strikes than a normal person would, as shown above on Table: Monk. All Monks, regardless of size, do the same damage with their blowsSmaller Monks are hitting more sensitive spots, larger Monks hit harder but the impacts are spread out more. It all balances out!
=== Martial Arts Disciple III (Ex) ===
At 12th level, the monk may choose a bonus feat from the list provided below.  Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select itOnce chosen, the selection cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


=== Flurry of Blows (Ex) ===
::{| class="ep-default2" style="text-align:left; font-size:85%;" width="95%"
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.  When doing so she may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, siangham and temple sword) as if using the [[Two-Weapon Fighting]] feat (even if the monk does not meet the prerequisites for the feat).
|- style="{{class-gradient|monk}}"
! width="15%" | Feat Name || width="30%" align="center" | Prerequisites || width="55%" align="center" | Benefit
|-
| [[Adroit Defender (Feat)|Adroit Defender]] || {{:Adroit Defender (Feat)|transcludesection=Prerequisites}} || {{:Adroit Defender (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Diversion (Feat)|Adroit Diversion]] || {{:Adroit Diversion (Feat)|transcludesection=Prerequisites}} || {{:Adroit Diversion (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Expertise (Feat)|Combat Expertise]] || {{:Combat Expertise (Feat)|transcludesection=Prerequisites}} || {{:Combat Expertise (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Reflexes (Feat)|Combat Reflexes]] || {{:Combat Reflexes (Feat)|transcludesection=Prerequisites}} || {{:Combat Reflexes (Feat)|transcludesection=ShortDesc}}
|-
| [[Critical, Improved (Feat)|Critical, Improved]] || {{:Critical, Improved (Feat)|transcludesection=Prerequisites}} || {{:Critical, Improved (Feat)|transcludesection=ShortDesc}}
|-
| [[Deflect Arrows (Feat)|Deflect Arrows]] || {{:Deflect Arrows (Feat)|transcludesection=Prerequisites}} || {{:Deflect Arrows (Feat)|transcludesection=ShortDesc}}
|-
| [[Dodge (Feat)|Dodge]] || {{:Dodge (Feat)|transcludesection=Prerequisites}} || {{:Dodge (Feat)|transcludesection=ShortDesc}}
|-
| [[Gorgon's Fist (Feat)|Gorgon's Fist]] || {{:Gorgon's Fist (Feat)|transcludesection=Prerequisites}} || {{:Gorgon's Fist (Feat)|transcludesection=ShortDesc}}
|-
| [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] || {{:Improved Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Improved Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Mobility (Feat)|Mobility]] || {{:Mobility (Feat)|transcludesection=Prerequisites}} || {{:Mobility (Feat)|transcludesection=ShortDesc}}
|-
| [[Power Attack (Feat)|Power Attack]] || {{:Power Attack (Feat)|transcludesection=Prerequisites}} || {{:Power Attack (Feat)|transcludesection=ShortDesc}}
|-
| [[Quick Combat Maneuvers (Feat)|Quick Combat Maneuvers]] || {{:Quick Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Quick Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Scorpion Style (Feat)|Scorpion Style]] || {{:Scorpion Style (Feat)|transcludesection=Prerequisites}} || {{:Scorpion Style (Feat)|transcludesection=ShortDesc}}
|-
| [[Spring Attack (Feat)|Spring Attack]] || {{:Spring Attack (Feat)|transcludesection=Prerequisites}} || {{:Spring Attack (Feat)|transcludesection=ShortDesc}}
|}


Attacks made with Flurry of Blows are made at a -2 penalty to hit, though this penalty decreases to -1 at 5th level, and goes away entirely at 9th level. This penalty is applied instead of any two-weapon fighting penalties. The monk never takes two-weapon fighting penalties when using unarmed strikes or special monk weapons.
=== Third Inner Gate (Su) ===
At 13th level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:


At 8th level, the monk can make two additional attacks using flurry of blows as a full attack action, as if using [[Two-Weapon Fighting, Improved (Feat)|Improved Two-Weapon Fighting]] (even if the monk does not meet the prerequisites for the feat).
:* The monk can spend 2 points of ki as a [[move action]] during their turn to gain the effects of a [[Dimension Door (Sorcerer/Wizard Spell)|Dimension Door]] spell, except that using this ability does not end the monk's turn.  It does count as movement for purposes of using 5-foot steps, however.  The monk qualifies to take feats that require the ability to cast Dimension Door.  This use of ki can never be performed more than once per round, even with the use of action points.


At 15th level, the monk can make three additional attacks using flurry of blows as a full attack action, as if using [[Two-Weapon Fighting, Greater (Feat)|Greater Two-Weapon Fighting]] (even if the monk does not meet the prerequisites for the feat).
:* The monk can spend 1 point of ki as a [[free action]] during their turn to cause their next attack action (which can be the pair of attacks granted by an Echoing Strike) to ignore the target's DR and/or ER, if they have any.  This use of ki can be used as many times as the monk has attack actions, assuming the monk has enough ki points to do so.


A monk applies either his full Strength bonus or full Dexterity bonus (see [[#Versatile_Attack_.28Ex.29|Versatile Attack]]) to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute [[Combat Maneuvers#Disarm|Disarm]], [[Combat Maneuvers#Sunder|Sunder]], and [[Combat Maneuvers#Trip|Trip]] combat maneuvers for unarmed attacks as part of a flurry of blows, although only one such maneuver of each type may be used per round, as for all combat maneuvers. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
=== Harmonious Breeze III (Ex) ===
At 14th level, the monk's [[Walk]] speed permanently increases by 10 feet.  If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.


=== Echoing Strike (Ex) ===
You do '''''not''''' automatically gain any ''Harmonious Breeze'' class features of previous tiers, unless you actually took those previous tiers.
Beginning at 1st level, the Monk may make an additional attack when he attacks using a standard action.  This echoing strike follows all availability rules of Flurry of Blows, namely, unarmed attacks or special monk weapons only.  Echoing Strike also suffers the same to-hit penalties as Flurry of Blows.  (See table above.)


The monk may also use Echoing Strike as an opportunity attack, or any other occasion when he could make a bonus melee attack.
=== Quivering Palm (Su) ===
Starting at 14th level, a monk can set up vibrations within the body of another creature that tears muscles and dislocates bones. They can use this quivering palm attack once per day, and they must announce their intent before making their attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully, the target takes 10 points of damage per class level of the Monk. This attack cannot be combined with other abilities such as Rattling Fist, but it may be used as one attack during a full attack action or as one of the attacks in an Echoing Strike.


=== Monk Weapons and Unarmed Attacks ===
=== Laughing Moonlight III (Ex) ===
A Monk who is using unarmed attacks to fight may hold items ready for use in one or both handsA common thing to hold is a flask of alcohol for all those Drunken Masters out thereSomewhat less poetic is the practice of holding a potion in each hand ready for consumption.
At 15th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from fallsAny time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the ''Laughing Moonlight'' class feature the monk may possessIf the fall was intentional, the monk may combine this class feature with an [[Acrobatics#Mitigate_Falling_Damage|Acrobatics]] check to attempt to mitigate the fall even more.


A Monk who is using a Monk weapon may use that weapon to deal damage with all attacks made in a Flurry of Blows or Echoing StrikeWhen a Monk is wielding a weapon with one or both hands, that hand is not available to hold another item.  A Monk who is wielding a single Monk Weapon may make all the attacks possible in a Flurry of Blows with that single weapon no matter if it is a light weapon, a 1-handed weapon, or a 2-handed weapon.  If a Monk chooses to use two Monk weapons they take no penalties for doing so beyond the normal penalties for Flurry of Blows or Echoing Strike.
As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked [[prone]] by the fallHowever, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.


When attacking using Flurry of Blows or Echoing Strike, while wielding a Monk Weapon, the normal Unarmed damage from the Monk Table above is replaced by the weapon damage of the weapon being wieldedThis includes magic enhancement bonuses, increases in base weapon damage due to high level, and the effects of any magic weapon properties.
If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class featureThe monk does '''''not''''' automatically gain any ''Laughing Moonlight'' class features of previous tiers, unless they actually took those previous tiers.


A Monk who is fighting with a nunchaku, a 1-hand Monk weapon, or a 2-hand Monk weapon that they are wielding with both hands may apply 1.5 times either their Str or Dex mod as damage, but do NOT increase their Wis mod to damage due to how many hands they are using on their weapon.  A Monk may release and/or regrip their weapon between each attack when using Flurry of Blows or Echoing Strike.  Doing so changes the damage they do with each strike and is generally a headache to keep track of, so this practice is not encouraged, no matter how cool it looks.
=== Jade Phoenix Binding I (Ex) ===
At 15th level, the monk may add one and a half times their Monk class level (rounding down) to the damage of all attacks they perform using unarmed strike, or when wielding any of the [[Monk-Usable (Quality)|monk-usable]] weapons.


A Monk using a light or 1-handed Monk weapon with one hand may pass it from hand-to-hand between attacks when using Flurry of Blows or Echoing Strike.  Mechanically this has no effect in-game, but it looks so darn cool we include it here for sheer awesome.
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>


None of these benefits accrue when using any other weaponIf a Monk chooses to take a proficiency with a non-Monk weapon, they fight according to the rules for their base BAB.
== Undaunted Monk (Levels 16 - 20) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|monk}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|monk}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|monk}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|monk}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|monk}}" | Class Features
|- style="{{linear-gradient|bottom|#800000, #3c0404}}; color: #fdee00;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 16th
| &emsp; +12 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; +4 <sup>''(+1)''</sup> || &emsp; - || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#The_Way_.28Undaunted_Tier.29|The Way]], [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Undaunted_Tier.29|Echoing Strike / Flurry of Blows]], [[#Water_and_Stone_.28Undaunted_Tier.29|Water and Stone]], [[#Ki_Pool_.28Undaunted_Tier.29|Ki Pool]], [[#Rattling_Fist_.28Undaunted_Tier.29|Rattling Fist]], [[#Shockwave_Ki_Barrage_.28Undaunted_Tier.29|Shockwave Ki Barrage]], [[#Quivering_Palm_.28Undaunted_Tier.29|Quivering Palm]], [[#Swooping_Shadows_.28Undaunted_Tier.29|Swooping Shadows]]''</small>, [[#Shining_Heaven_Barrier_IV_.28Ex.29|Shining Heaven Barrier IV]]
|-
! align="center" | 17th
| &emsp; +12 || &emsp; +8 || &emsp; +4 || &emsp; - || &emsp; +10 || &emsp; +10 || &emsp; +10 || &emsp; 10 || [[#Martial_Arts_Disciple_IV_.28Ex.29|Martial Arts Disciple IV]]
|-
! align="center" | 18th
| &emsp; +13 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; +5 <sup>''(+1)''</sup> || &emsp; - || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; 10 || [[#Fourth_Inner_Gate_.28Su.29|Fourth Inner Gate]]
|-
! align="center" | 19th
| &emsp; +14 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; +6 <sup>''(+1)''</sup> || &emsp; - || &emsp; +11 || &emsp; +11 || &emsp; +11 || &emsp; 10 || [[#Harmonious_Breeze_IV_.28Ex.29|Harmonious Breeze IV]], [[#Improved_Evasion_.28Ex.29|Improved Evasion]]
|-
! align="center" | 20th
| &emsp; +15 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; +7 <sup>''(+1)''</sup> || &emsp; - || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; 10 || [[#Laughing_Moonlight_IV_.28Ex.29|Laughing Moonlight IV]], [[#Blood_Mist_Seal_.28Ex.29|Blood Mist Seal]]
|}


=== Rattling Fist (Ex) ===
{{ClassProficiency|Monk}}
At 1st level, the monk gains [[Rattling Fist (Feat)]] as a bonus feat, even if she does not meet the prerequisites. The monk may attempt a [[Rattling Fist (Feat)]] attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.


=== Evasion (Ex) ===
=== Water and Stone (Undaunted Tier) ===
{{Evasion|level=2nd|class=monk}}
If you do not already have the ''Water and Stone'' class feature, you gain it at 16th level. See [[#Water_and_Stone_.28Ex.29|Water and Stone]] for details on how this works.


=== Bonus Feat ===
Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.
At 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 (Feat)]], [[Combat Reflexes (Feat)]], [[Deflect Arrows (Feat)]], [[Dodge (Feat)]], [[Grapple, Improved (Feat)]], [[Scorpion Style (Feat)]], and [[Throw Anything (Feat)]].


At 6th level, the following feats are added to the list:
=== The Way (Undaunted Tier) ===
: [[Gorgon's Fist (Feat)]], [[Bull Rush, Improved (Feat)]], [[Disarm, Improved (Feat)]], [[Feint, Improved (Feat)]], [[Trip, Improved (Feat)]], and [[Mobility (Feat)]].
If you do not already know ''The Way'', you learn it at 16th level. See [[#The_Way_.28Ex.29|The Way]] for details on how this works.


At 10th level, the following feats are added to the list:
<div style="margin-left:1.5em">
: [[Critical, Improved (Feat)]], [[Medusa's Wrath (Feat)]], [[Snatch Arrows (Feat)]], and [[Spring Attack (Feat)]].
==== Monk Special Attack Damage (Undaunted Tier) ====
A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks.  Sized-small monks can hit their enemies most sensitive spots easily.  Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out! 


A monk need not have any of the prerequisites normally required for these feats to select them.
The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class.  Refer to the table below for damage dealt at this tier:
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|monk}}"
! width="35" align="center" | Monk Level || width="150" align="center" | Unarmed or Monk Weapon Damage
|-
! 16th
| 6d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 17th
| 6d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 18th
| 6d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 19th
| 7d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 20th
| 7d8 <small>''(+ Dex & Wis mods)''</small>
|}
</div>


=== Fast Movement (Ex) ===
=== Echoing Strike / Flurry of Blows (Undaunted Tier) ===
Beginning at 3rd level, a monk gains an enhancement bonus to her land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
If you do not already have the ''Echoing Strike / Flurry of Blows'' class feature, you gain it at 16th level. See [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Ex.29|Echoing Strike / Flurry of Blows]] for details on how this works.


=== Maneuver Training (Ex) ===
A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.
At 3rd level, a monk may use their unarmed strike damage as the base damage of any combat maneuver they successfully perform, even if they are using a Monk Weapon at the time. They still gain the use of any enhancement bonuses or weapon qualities of the weapon being used.


=== Still Mind (Ex) ===
=== Ki Pool (Undaunted Tier) ===
Beginning at 3rd level, the monk adds her WIS modifier as a bonus to her attack and damage rolls when attacking unarmed or using monk weapons. This applies to all qualifying attacks, including Echoing Strike and Flurry of Blows. Additionally, any time a monk of 3rd level or higher must make a Will save, she rolls 2d20 and chooses the best result.
If you do not already have the ''Ki Pool'' class feature, you gain it at 16th level. See [[#Ki_Pool_.28Su.29|Ki Pool]] for details on how this works.


=== Ki Pool (Su) ===
=== Rattling Fist (Undaunted Tier) ===
At 4th level, a monk gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 her monk level (dropping fractions) + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she can make a ki strike.
If you do not already have the ''Rattling Fist'' class feature, you gain it at 16th level. See [[#Rattling_Fist_.28Ex.29|Rattling Fist]] for details on how this works.


* At 4th level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage resistance. Ki strike improves with the character's monk level.
=== Shockwave Ki Barrage (Undaunted Tier) ===
* At 7th level, her unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage resistance.
If you do not already have the ''Shockwave Ki Barrage'' class feature, you gain it at 16th level. See [[#Shockwave_Ki_Barrage_.28Su.29|Shockwave Ki Barrage]] for details on how this works.
* At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage resistance.
* At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage resistance.


By spending 1 point from his ki pool, a monk can do one of the following, once per round:
=== Swooping Shadows (Undaunted Tier) ===
If you do not already have the ''Swooping Shadows'' class feature, you gain it at 16th level. See [[#Swooping_Shadows_.28Ex.29|Swooping Shadows]] for details on how this works.


* Make one additional attack at her highest attack bonus when making a flurry of blows attack, or
=== Quivering Palm (Undaunted Tier) ===
* Increase her speed by 20 feet for 1 round, or
If you do not already have the ''Quivering Palm'' class feature, you gain it at 16th level. See [[#Quivering_Palm_.28Su.29|Quivering Palm]] for details on how this works.
* Give herself a +4 dodge bonus to AC for 1 round.


Each of these powers is activated as a swift action.
If you already have the ''Quivering Palm'' class feature, it improves at 16th level.  You can use ''Quivering Palm'' one additional time per day.


The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
=== Shining Heaven Barrier IV (Ex) ===
At 16th level, the monk learns to center the energy within themselves through meditation and a fierce willpower.  As a result, they gain a +1 [[Training Bonus]] to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).  


=== Slow Fall (Ex) ===
The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning). In that case, only the highest available value is used.
At 4th level or higher, a monk within arm's reach of a wall can use it to slow her descent. When first gaining 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 as detailed in Table:Monk above, until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.


=== High Jump (Ex) ===
Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other ''Shining Heaven Barrier'' class feature you may possess. Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the ''Shining Heaven Barrier'' series) do not stack. Instead, only the highest available value is countedOther bonus types to AC (e.g. dodge bonuses) still stack, as usual.
At 5th level, a monk adds a +2 training bonus to all [[Acrobatics]] checks made to jump, both for vertical jumps and horizontal jumps. This bonus improves to +3 at Monk level 13, +4 at Monk level 21, and +5 at Monk level 29. In addition, she always counts as having a running start when making jump checks using [[Acrobatics]]By spending 1 point from her ki pool as a swift action, a monk gains a +4 circumstance bonus on Acrobatics checks made to jump until the start of her next turn.


=== Purity of Body (Ex) ===
You do '''''not''''' automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Note that this does not overcome Mummy Rot, though if the monk is afflicted with it, it can be removed with a Remove Curse only, instead of requiring both a Remove Curse and a Cure Disease.


=== Wholeness of Body (Su) ===
=== Martial Arts Disciple IV (Ex) ===
At 7th level or higher, monks can heal their own wounds as a standard action. They can heal a number of hit points of damage equal to their monk level by using 2 points from their ki pool.
At 17th level, the monk may choose a bonus feat from the list provided below.  Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it.  Once chosen, the selection cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].
 
::{| class="ep-default2" style="text-align:left; font-size:85%;" width="95%"
|- style="{{class-gradient|monk}}"
! width="15%" | Feat Name || width="30%" align="center" | Prerequisites || width="55%" align="center" | Benefit
|-
| [[Adroit Defender (Feat)|Adroit Defender]] || {{:Adroit Defender (Feat)|transcludesection=Prerequisites}} || {{:Adroit Defender (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Diversion (Feat)|Adroit Diversion]] || {{:Adroit Diversion (Feat)|transcludesection=Prerequisites}} || {{:Adroit Diversion (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Doom (Feat)|Adroit Doom]] || {{:Adroit Doom (Feat)|transcludesection=Prerequisites}} || {{:Adroit Doom (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Expertise (Feat)|Combat Expertise]] || {{:Combat Expertise (Feat)|transcludesection=Prerequisites}} || {{:Combat Expertise (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Reflexes (Feat)|Combat Reflexes]] || {{:Combat Reflexes (Feat)|transcludesection=Prerequisites}} || {{:Combat Reflexes (Feat)|transcludesection=ShortDesc}}
|-
| [[Critical, Improved (Feat)|Critical, Improved]] || {{:Critical, Improved (Feat)|transcludesection=Prerequisites}} || {{:Critical, Improved (Feat)|transcludesection=ShortDesc}}
|-
| [[Deflect Arrows (Feat)|Deflect Arrows]] || {{:Deflect Arrows (Feat)|transcludesection=Prerequisites}} || {{:Deflect Arrows (Feat)|transcludesection=ShortDesc}}
|-
| [[Dodge (Feat)|Dodge]] || {{:Dodge (Feat)|transcludesection=Prerequisites}} || {{:Dodge (Feat)|transcludesection=ShortDesc}}
|-
| [[Gorgon's Fist (Feat)|Gorgon's Fist]] || {{:Gorgon's Fist (Feat)|transcludesection=Prerequisites}} || {{:Gorgon's Fist (Feat)|transcludesection=ShortDesc}}
|-
| [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] || {{:Improved Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Improved Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Mobility (Feat)|Mobility]] || {{:Mobility (Feat)|transcludesection=Prerequisites}} || {{:Mobility (Feat)|transcludesection=ShortDesc}}
|-
| [[Power Attack (Feat)|Power Attack]] || {{:Power Attack (Feat)|transcludesection=Prerequisites}} || {{:Power Attack (Feat)|transcludesection=ShortDesc}}
|-
| [[Quick Combat Maneuvers (Feat)|Quick Combat Maneuvers]] || {{:Quick Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Quick Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Scorpion Style (Feat)|Scorpion Style]] || {{:Scorpion Style (Feat)|transcludesection=Prerequisites}} || {{:Scorpion Style (Feat)|transcludesection=ShortDesc}}
|-
| [[Spring Attack (Feat)|Spring Attack]] || {{:Spring Attack (Feat)|transcludesection=Prerequisites}} || {{:Spring Attack (Feat)|transcludesection=ShortDesc}}
|}
 
=== Fourth Inner Gate (Su) ===
At 18th level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:
 
:* The monk can spend 2 points of ki as a [[free action]] during their turn to gain the effects of a [[Haste (Sorcerer/Wizard Spell)|Haste]] spell until the start of their next turn. As with the actual Haste spell, this does lay an [[Arcane Charge]] on the monk, which cannot be stacked with any other Arcane Charge.  This use of ki can never be performed more than once per round, even with the use of action points.
 
:* The monk can spend 1 point of ki as a [[free action]] during their turn to become able to squeeze into a space up to 2 size categories smaller than their actual size without penalty, until the start of their next turn.  This ability also allows the monk to perform the [[Clamber]] action on creatures that are their own size or larger (instead of creatures at least 2 sizes larger than the monk), but they must use this ki ability each round once inside that creature's space, or they will be forcibly moved to an unblocked, unoccupied square adjacent to that creature's space (the GM chooses which space this is).  This use of ki can never be performed more than once per round, even with the use of action points.
 
=== Harmonious Breeze IV (Ex) ===
At 19th level, the monk's [[Walk]] speed permanently increases by 10 feet.  If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.
 
You do '''''not''''' automatically gain any ''Harmonious Breeze'' class features of previous tiers, unless you actually took those previous tiers.


=== Improved Evasion (Ex) ===
=== Improved Evasion (Ex) ===
{{Improved Evasion|level=9th|class=monk}}
{{Improved Evasion|level=19th|class=monk}}
 
=== Laughing Moonlight IV (Ex) ===
At 20th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls.  Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the ''Laughing Moonlight'' class feature the monk may possess.  If the fall was intentional, the monk may combine this class feature with an [[Acrobatics#Mitigate_Falling_Damage|Acrobatics]] check to attempt to mitigate the fall even more.
 
As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked [[prone]] by the fall.  However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.
 
If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.  The monk does '''''not''''' automatically gain any ''Laughing Moonlight'' class features of previous tiers, unless they actually took those previous tiers.
 
=== Blood Mist Seal (Ex) ===
At 20th level, a monk gains immunity to poisons of all kinds.
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Valorous Monk (Levels 21 - 25) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|monk}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|monk}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|monk}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|monk}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|monk}}" | Class Features
|- style="{{linear-gradient|bottom|#800000, #3c0404}}; color: #fdee00;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 21st
| &emsp; +16 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; +8 <sup>''(+1)''</sup> || &emsp; - || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#The_Way_.28Valorous_Tier.29|The Way]], [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Valorous_Tier.29|Echoing Strike / Flurry of Blows]], [[#Water_and_Stone_.28Valorous_Tier.29|Water and Stone]], [[#Ki_Pool_.28Valorous_Tier.29|Ki Pool]], [[#Rattling_Fist_.28Valorous_Tier.29|Rattling Fist]], [[#Shockwave_Ki_Barrage_.28Valorous_Tier.29|Shockwave Ki Barrage]], [[#Swooping_Shadows_.28Valorous_Tier.29|Swooping Shadows]], [[#Quivering_Palm_.28Valorous_Tier.29|Quivering Palm]]''</small>, [[#Shining_Heaven_Barrier_V_.28Ex.29|Shining Heaven Barrier V]]
|-
! align="center" | 22nd
| &emsp; +16 || &emsp; +12 || &emsp; +8 || &emsp; - || &emsp; +13 || &emsp; +13 || &emsp; +13 || &emsp; 10 || [[#Martial_Arts_Disciple_V_.28Ex.29|Martial Arts Disciple V]]
|-
! align="center" | 23rd
| &emsp; +17 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; +9 <sup>''(+1)''</sup> || &emsp; - || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; 10 || [[#Fifth_Inner_Gate_.28Su.29|Fifth Inner Gate]]
|-
! align="center" | 24th
| &emsp; +17 || &emsp; +13 || &emsp; +9 || &emsp; - || &emsp; +14 || &emsp; +14 || &emsp; +14 || &emsp; 10 || [[#Harmonious_Breeze_V_.28Ex.29|Harmonious Breeze V]]
|-
! align="center" | 25th
| &emsp; +18 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; +10 <sup>''(+1)''</sup> || &emsp; - || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; 10 || [[#Laughing_Moonlight_V_.28Ex.29|Laughing Moonlight V]], [[#Jade_Phoenix_Binding_II_.28Ex.29|Jade Phoenix Binding II]]
|}
 
{{ClassProficiency|Monk}}
 
=== Water and Stone (Valorous Tier) ===
If you do not already have the ''Water and Stone'' class feature, you gain it at 21st level. See [[#Water_and_Stone_.28Ex.29|Water and Stone]] for details on how this works.
 
Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.
 
=== The Way (Valorous Tier) ===
If you do not already know ''The Way'', you learn it at 21st level. See [[#The_Way_.28Ex.29|The Way]] for details on how this works.
 
<div style="margin-left:1.5em">
==== Monk Special Attack Damage (Valorous Tier) ====
A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks.  Sized-small monks can hit their enemies most sensitive spots easily.  Sized-medium monks may hit harder but their points of impact are more spread out.  It all balances out! 
 
The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class.  Refer to the table below for damage dealt at this tier:
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|monk}}"
! width="35" align="center" | Monk Level || width="150" align="center" | Unarmed or Monk Weapon Damage
|-
! 21st
| 7d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 22nd
| 8d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 23rd
| 8d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 24th
| 8d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 25th
| 9d8 <small>''(+ Dex & Wis mods)''</small>
|}
</div>
 
=== Echoing Strike / Flurry of Blows (Valorous Tier) ===
If you do not already have the ''Echoing Strike / Flurry of Blows'' class feature, you gain it at 21st level. See [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Ex.29|Echoing Strike / Flurry of Blows]] for details on how this works.
 
A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.
 
=== Ki Pool (Valorous Tier) ===
If you do not already have the ''Ki Pool'' class feature, you gain it at 21st level. See [[#Ki_Pool_.28Su.29|Ki Pool]] for details on how this works.
 
=== Rattling Fist (Valorous Tier) ===
If you do not already have the ''Rattling Fist'' class feature, you gain it at 21st level. See [[#Rattling_Fist_.28Ex.29|Rattling Fist]] for details on how this works.
 
=== Shockwave Ki Barrage (Valorous Tier) ===
If you do not already have the ''Shockwave Ki Barrage'' class feature, you gain it at 21st level. See [[#Shockwave_Ki_Barrage_.28Su.29|Shockwave Ki Barrage]] for details on how this works.
 
=== Swooping Shadows (Valorous Tier) ===
If you do not already have the ''Swooping Shadows'' class feature, you gain it at 21st level. See [[#Swooping_Shadows_.28Ex.29|Swooping Shadows]] for details on how this works.
 
=== Quivering Palm (Valorous Tier) ===
If you do not already have the ''Quivering Palm'' class feature, you gain it at 21st level. See [[#Quivering_Palm_.28Su.29|Quivering Palm]] for details on how this works.
 
If you already have the ''Quivering Palm'' class feature, it improves at 16th level.  You can use ''Quivering Palm'' one additional time per day.
 
=== Shining Heaven Barrier V (Ex) ===
At 21st level, the monk learns to center the energy within themselves through meditation and a fierce willpower.  As a result, they gain a +1 [[Training Bonus]] to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).
 
The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning).  In that case, only the highest available value is used.
 
Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other ''Shining Heaven Barrier'' class feature you may possess.  Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the ''Shining Heaven Barrier'' series) do not stack.  Instead, only the highest available value is counted.  Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.
 
You do '''''not''''' automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.


=== Diamond Body (Su) ===
=== Martial Arts Disciple V (Ex) ===
At 11th level, a monk gains immunity to poisons of all kinds.
At 22nd level, the monk may choose a bonus feat from the list provided below.  Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it.  Once chosen, the selection cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


=== Abundant Step (Su) ===
::{| class="ep-default2" style="text-align:left; font-size:85%;" width="95%"
At 12th level or higher, a monk can slip magically between spaces, as if using the spell [[Dimension Door (Spell)|dimension door]]. Using this ability is a move action that consumes 2 points from the monk's ki pool. The monk's caster level for this effect is equal to their monk level. They cannot take other creatures with them when they use this ability. Using ''abundant step'' does not end the monk's turn for the round.
|- style="{{class-gradient|monk}}"
! width="15%" | Feat Name || width="30%" align="center" | Prerequisites || width="55%" align="center" | Benefit
|-
| [[Adroit Defender (Feat)|Adroit Defender]] || {{:Adroit Defender (Feat)|transcludesection=Prerequisites}} || {{:Adroit Defender (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Diversion (Feat)|Adroit Diversion]] || {{:Adroit Diversion (Feat)|transcludesection=Prerequisites}} || {{:Adroit Diversion (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Doom (Feat)|Adroit Doom]] || {{:Adroit Doom (Feat)|transcludesection=Prerequisites}} || {{:Adroit Doom (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Expertise (Feat)|Combat Expertise]] || {{:Combat Expertise (Feat)|transcludesection=Prerequisites}} || {{:Combat Expertise (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Reflexes (Feat)|Combat Reflexes]] || {{:Combat Reflexes (Feat)|transcludesection=Prerequisites}} || {{:Combat Reflexes (Feat)|transcludesection=ShortDesc}}
|-
| [[Critical, Improved (Feat)|Critical, Improved]] || {{:Critical, Improved (Feat)|transcludesection=Prerequisites}} || {{:Critical, Improved (Feat)|transcludesection=ShortDesc}}
|-
| [[Deflect Arrows (Feat)|Deflect Arrows]] || {{:Deflect Arrows (Feat)|transcludesection=Prerequisites}} || {{:Deflect Arrows (Feat)|transcludesection=ShortDesc}}
|-
| [[Dodge (Feat)|Dodge]] || {{:Dodge (Feat)|transcludesection=Prerequisites}} || {{:Dodge (Feat)|transcludesection=ShortDesc}}
|-
| [[Gorgon's Fist (Feat)|Gorgon's Fist]] || {{:Gorgon's Fist (Feat)|transcludesection=Prerequisites}} || {{:Gorgon's Fist (Feat)|transcludesection=ShortDesc}}
|-
| [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] || {{:Improved Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Improved Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Mobility (Feat)|Mobility]] || {{:Mobility (Feat)|transcludesection=Prerequisites}} || {{:Mobility (Feat)|transcludesection=ShortDesc}}
|-
| [[Power Attack (Feat)|Power Attack]] || {{:Power Attack (Feat)|transcludesection=Prerequisites}} || {{:Power Attack (Feat)|transcludesection=ShortDesc}}
|-
| [[Quick Combat Maneuvers (Feat)|Quick Combat Maneuvers]] || {{:Quick Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Quick Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Scorpion Style (Feat)|Scorpion Style]] || {{:Scorpion Style (Feat)|transcludesection=Prerequisites}} || {{:Scorpion Style (Feat)|transcludesection=ShortDesc}}
|-
| [[Spring Attack (Feat)|Spring Attack]] || {{:Spring Attack (Feat)|transcludesection=Prerequisites}} || {{:Spring Attack (Feat)|transcludesection=ShortDesc}}
|}
 
=== Fifth Inner Gate (Su) ===
At 23rd level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:
 
:* The monk can spend 2 points of ki as a [[swift action]] during their turn to reduce the severity of one [[Status Conditions|status condition]] they are currently afflicted with by one step.  That is, a strong condition becomes the moderate condition on the same array.  A moderate condition becomes a weak condition on the same array.  A weak condition is immediately cleared.  This ki ability can be used up to three times per round, assuming the monk has enough swift actions and ki points to do so.
 
:* The monk can spend 1 point of ki as a [[free action]] to allow them to move diagonally around a blocked corner (i.e. cut the corner), or ignore up to one space of [[difficult terrain]]. There is no limit to the number of times the monk can use this ki ability each round, other than the number of ki points the monk has available.
 
=== Harmonious Breeze V (Ex) ===
At 24th level, the monk's [[Walk]] speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.
 
You do '''''not''''' automatically gain any ''Harmonious Breeze'' class features of previous tiers, unless you actually took those previous tiers.
 
=== Laughing Moonlight V (Ex) ===
At 25th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls.  Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the ''Laughing Moonlight'' class feature the monk may possess.  If the fall was intentional, the monk may combine this class feature with an [[Acrobatics#Mitigate_Falling_Damage|Acrobatics]] check to attempt to mitigate the fall even more.


=== Diamond Soul (Ex) ===
As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked [[prone]] by the fallHowever, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.
At 13th level, a monk gains spell resistance equal to his Maneuver DefenseLowering this spell resistance is a standard action for the monk.


=== Quivering Palm (Su) ===
If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.  The monk does '''''not''''' automatically gain any ''Laughing Moonlight'' class features of previous tiers, unless they actually took those previous tiers.
Starting at 15th level, a monk can set up vibrations within the body of another creature that tears muscles and dislocates bones. 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, the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), or it takes 10 points of damage per class level of the Monk. If the saving throw is successful, the attack still does half damage. This attack cannot be combined with other abilities such as Rattling Fist, but it may be used as part of a full attack action or as part of an Echoing Strike.
 
=== Jade Phoenix Binding II (Ex) ===
If you do not already have the ''Jade Phoenix Binding I'' class feature, you gain it at 25th level. See [[#Jade_Phoenix_Binding_I_.28Ex.29|Jade Phoenix Binding I]] for details on how this works.
 
If you already have the ''Jade Phoenix Binding I'' class feature from a previous tier of the Monk class, it improves at 25th level, instead.  Instead of adding one and a half times your Monk [[class level]] to the damage of your unarmed strikes or attacks made using [[Monk-Usable (Quality)|monk-usable]] weapons, you now add double your Monk class level to the damage of those attacks.
 
<div class="topbanner">
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== Mythic Monk (Levels 26 - 30) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|monk}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|monk}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|monk}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|monk}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|monk}}" | Class Features
|- style="{{linear-gradient|bottom|#800000, #3c0404}}; color: #fdee00;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 26th
| &emsp; +18 || &emsp; +14 || &emsp; +10 || &emsp; - || &emsp; +15 || &emsp; +15 || &emsp; +15 || &emsp; 10 || <small>''[[#The_Way_.28Mythic_Tier.29|The Way]], [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Mythic_Tier.29|Echoing Strike / Flurry of Blows]], [[#Water_and_Stone_.28Mythic_Tier.29|Water and Stone]], [[#Ki_Pool_.28Mythic_Tier.29|Ki Pool]], [[#Rattling_Fist_.28Mythic_Tier.29|Rattling Fist]], [[#Shockwave_Ki_Barrage_.28Mythic_Tier.29|Shockwave Ki Barrage]], [[#Swooping_Shadows_.28Mythic_Tier.29|Swooping Shadows]], [[#Quivering_Palm_.28Mythic_Tier.29|Quivering Palm]]''</small>, [[#Shining_Heaven_Barrier_VI_.28Ex.29|Shining Heaven Barrier VI]]
|-
! align="center" | 27th
| &emsp; +19 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; +11 <sup>''(+1)''</sup> || &emsp; - || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; 10 || [[#Martial_Arts_Disciple_VI_.28Ex.29|Martial Arts Disciple VI]]
|-
! align="center" | 28th
| &emsp; +19 || &emsp; +15 || &emsp; +11 || &emsp; - || &emsp; +16 || &emsp; +16 || &emsp; +16 || &emsp; 10 || [[#Sixth_Inner_Gate_.28Su.29|Sixth Inner Gate]]
|-
! align="center" | 29th
| &emsp; +20 <sup>''(+1)''</sup> || &emsp; +16 <sup>''(+1)''</sup> || &emsp; +12 <sup>''(+1)''</sup> || &emsp; - || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; 10 || [[#Harmonious_Breeze_VI_.28Ex.29|Harmonious Breeze VI]], [[#Koan_of_Winter_.28Ex.29|Koan of Winter]]
|-
! align="center" | 30th
| &emsp; +20 || &emsp; +16 || &emsp; +12 || &emsp; - || &emsp; +17 || &emsp; +17 || &emsp; +17 || &emsp; 10 || [[#Laughing_Moonlight_VI_.28Ex.29|Laughing Moonlight VI]]
|}
 
{{ClassProficiency|Monk}}
 
=== Water and Stone (Mythic Tier) ===
If you do not already have the ''Water and Stone'' class feature, you gain it at 26th level. See [[#Water_and_Stone_.28Ex.29|Water and Stone]] for details on how this works.
 
Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.
 
=== The Way (Mythic Tier) ===
If you do not already know ''The Way'', you learn it at 26th level. See [[#The_Way_.28Ex.29|The Way]] for details on how this works.
 
<div style="margin-left:1.5em">
==== Monk Special Attack Damage (Mythic Tier) ====
A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks.  Sized-small monks can hit their enemies most sensitive spots easily.  Sized-medium monks may hit harder but their points of impact are more spread out.  It all balances out! 
 
The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class.  Refer to the table below for damage dealt at this tier:
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|monk}}"
! width="35" align="center" | Monk Level || width="150" align="center" | Unarmed or Monk Weapon Damage
|-
! 26th
| 9d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 27th
| 9d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 28th
| 10d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 29th
| 10d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 30th
| 10d8 <small>''(+ Dex & Wis mods)''</small>
|}
</div>
 
=== Echoing Strike / Flurry of Blows (Mythic Tier) ===
If you do not already have the ''Echoing Strike / Flurry of Blows'' class feature, you gain it at 26th level. See [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Ex.29|Echoing Strike / Flurry of Blows]] for details on how this works.
 
A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.
 
=== Ki Pool (Mythic Tier) ===
If you do not already have the ''Ki Pool'' class feature, you gain it at 26th level. See [[#Ki_Pool_.28Su.29|Ki Pool]] for details on how this works.
 
=== Rattling Fist (Mythic Tier) ===
If you do not already have the ''Rattling Fist'' class feature, you gain it at 26th level. See [[#Rattling_Fist_.28Ex.29|Rattling Fist]] for details on how this works.
 
=== Shockwave Ki Barrage (Mythic Tier) ===
If you do not already have the ''Shockwave Ki Barrage'' class feature, you gain it at 26th level. See [[#Shockwave_Ki_Barrage_.28Su.29|Shockwave Ki Barrage]] for details on how this works.
 
=== Swooping Shadows (Mythic Tier) ===
If you do not already have the ''Swooping Shadows'' class feature, you gain it at 26th level. See [[#Swooping_Shadows_.28Ex.29|Swooping Shadows]] for details on how this works.
 
=== Quivering Palm (Mythic Tier) ===
If you do not already have the ''Quivering Palm'' class feature, you gain it at 26th level. See [[#Quivering_Palm_.28Su.29|Quivering Palm]] for details on how this works.
 
If you already have the ''Quivering Palm'' class feature, it improves at 16th level.  You can use ''Quivering Palm'' one additional time per day.
 
=== Shining Heaven Barrier VI (Ex) ===
At 26th level, the monk learns to center the energy within themselves through meditation and a fierce willpower.  As a result, they gain a +1 [[Training Bonus]] to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).
 
The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning).  In that case, only the highest available value is used.
 
Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other ''Shining Heaven Barrier'' class feature you may possess.  Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the ''Shining Heaven Barrier'' series) do not stack.  Instead, only the highest available value is counted.  Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.
 
You do '''''not''''' automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.
 
=== Martial Arts Disciple VI (Ex) ===
At 27th level, the monk may choose a bonus feat from the list provided below.  Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].
 
::{| class="ep-default2" style="text-align:left; font-size:85%;" width="100%"
|- style="{{class-gradient|monk}}"
! width="15%" | Feat Name || width="30%" align="center" | Prerequisites || width="55%" align="center" | Benefit
|-
| [[Adroit Defender (Feat)|Adroit Defender]] || {{:Adroit Defender (Feat)|transcludesection=Prerequisites}} || {{:Adroit Defender (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Diversion (Feat)|Adroit Diversion]] || {{:Adroit Diversion (Feat)|transcludesection=Prerequisites}} || {{:Adroit Diversion (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Doom (Feat)|Adroit Doom]] || {{:Adroit Doom (Feat)|transcludesection=Prerequisites}} || {{:Adroit Doom (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Expertise (Feat)|Combat Expertise]] || {{:Combat Expertise (Feat)|transcludesection=Prerequisites}} || {{:Combat Expertise (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Reflexes (Feat)|Combat Reflexes]] || {{:Combat Reflexes (Feat)|transcludesection=Prerequisites}} || {{:Combat Reflexes (Feat)|transcludesection=ShortDesc}}
|-
| [[Critical, Improved (Feat)|Critical, Improved]] || {{:Critical, Improved (Feat)|transcludesection=Prerequisites}} || {{:Critical, Improved (Feat)|transcludesection=ShortDesc}}
|-
| [[Deflect Arrows (Feat)|Deflect Arrows]] || {{:Deflect Arrows (Feat)|transcludesection=Prerequisites}} || {{:Deflect Arrows (Feat)|transcludesection=ShortDesc}}
|-
| [[Dodge (Feat)|Dodge]] || {{:Dodge (Feat)|transcludesection=Prerequisites}} || {{:Dodge (Feat)|transcludesection=ShortDesc}}
|-
| [[Gorgon's Fist (Feat)|Gorgon's Fist]] || {{:Gorgon's Fist (Feat)|transcludesection=Prerequisites}} || {{:Gorgon's Fist (Feat)|transcludesection=ShortDesc}}
|-
| [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] || {{:Improved Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Improved Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Mass Combat Maneuvers (Feat)|Mass Combat Maneuvers]] || {{:Mass Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Mass Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Mobility (Feat)|Mobility]] || {{:Mobility (Feat)|transcludesection=Prerequisites}} || {{:Mobility (Feat)|transcludesection=ShortDesc}}
|-
| [[Power Attack (Feat)|Power Attack]] || {{:Power Attack (Feat)|transcludesection=Prerequisites}} || {{:Power Attack (Feat)|transcludesection=ShortDesc}}
|-
| [[Quick Combat Maneuvers (Feat)|Quick Combat Maneuvers]] || {{:Quick Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Quick Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Scorpion Style (Feat)|Scorpion Style]] || {{:Scorpion Style (Feat)|transcludesection=Prerequisites}} || {{:Scorpion Style (Feat)|transcludesection=ShortDesc}}
|-
| [[Spring Attack (Feat)|Spring Attack]] || {{:Spring Attack (Feat)|transcludesection=Prerequisites}} || {{:Spring Attack (Feat)|transcludesection=ShortDesc}}
|}
 
=== Sixth Inner Gate (Su) ===
At 28th level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:
 
:* The monk can spend 1 point of ki as a [[swift action]] during their turn to [[Walk]] up to half their Walk speed without provoking attacks of opportunity.  This does not count as movement for purposes of performing 5-foot steps. This use of ki can be used as many times as the monk has swift actions, assuming the monk has enough ki points to do so.
 
:* The monk can spend 1 point of ki as a [[free action]] during their turn to add a [[training bonus]] to all acrobatics checks they make prior to the start of their next turn equal to the number of Monk class tiers they possess (max of +7 if they have all seven tiers of the class).  This ability lasts until the start of the monk's next turn, and while it is active, the monk is treated as having made a running start when performing any jump checks, even if they haven't moved prior to the jump.  This use of ki can never be performed more than once per round, even with the use of action points.
 
=== Harmonious Breeze VI (Ex) ===
At 29th level, the monk's [[Walk]] speed permanently increases by 10 feet.  If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.
 
You do '''''not''''' automatically gain any ''Harmonious Breeze'' class features of previous tiers, unless you actually took those previous tiers.
 
=== Koan of Winter (Ex) ===
At 29th level, the monk's unarmed attacks, and those attacks made with monk weapons, have their critical threat range increased by +1 (usually bringing them to a critical threat range of 19-20).  The critical multiplier (usually x2) is unchanged.  This bonus stacks with any other bonuses to critical threat range, such as that provided by the [[Critical, Improved (Feat)|Improved Critical]] feat, or the [[Keen (Melee Weapon Magic Property)|Keen]] magic weapon property.
 
=== Laughing Moonlight VI (Ex) ===
At 30th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls.  Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the ''Laughing Moonlight'' class feature the monk may possess.  If the fall was intentional, the monk may combine this class feature with an [[Acrobatics#Mitigate_Falling_Damage|Acrobatics]] check to attempt to mitigate the fall even more.
 
As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked [[prone]] by the fall.  However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.
 
If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.  The monk does '''''not''''' automatically gain any ''Laughing Moonlight'' class features of previous tiers, unless they actually took those previous tiers.
 
<div class="topbanner">
[[File: Page-divider-1.png|center|frameless|400px|]]
</div>
 
== Legendary Monk (Levels 31 - 35) ==
{| class="ep-default2" style="text-align:left; font-size:85%; border-collapse:collapse;" width="100%"
|- style="{{class-gradient|monk}}"
! align="center" width="30" rowspan="2" style="{{class-gradient|monk}}" | Level || align="center" width="240" colspan="4" style="{{class-gradient|monk}}" | Full Attack BAB || align="center" width="180" colspan="3" style="{{class-gradient|monk}}" | Saving Throws || align="center" width="60" rowspan="2" style="{{class-gradient|monk}}" | Base AC || align="center" rowspan="2" style="{{class-gradient|monk}}" | Class Features
|- style="{{linear-gradient|bottom|#800000, #3c0404}}; color: #fdee00;"
! align="center" width="60" | 1st Atk || align="center" width="60" | 2nd Atk || align="center" width="60" | 3rd Atk || align="center" width="60" | 4th Atk || align="center" width="60" | Fort || align="center" width="60" | Refl || align="center" width="60" | Will
|-
! align="center" | 31st
| &emsp; +21 <sup>''(+1)''</sup> || &emsp; +17 <sup>''(+1)''</sup> || &emsp; +13 <sup>''(+1)''</sup> || &emsp; - || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; 10 || <small>''[[#The_Way_.28Legendary_Tier.29|The Way]], [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Legendary_Tier.29|Echoing Strike / Flurry of Blows]], [[#Water_and_Stone_.28Legendary_Tier.29|Water and Stone]], [[#Ki_Pool_.28Legendary_Tier.29|Ki Pool]], [[#Rattling_Fist_.28Legendary_Tier.29|Rattling Fist]], [[#Shockwave_Ki_Barrage_.28Legendary_Tier.29|Shockwave Ki Barrage]], [[#Swooping_Shadows_.28Legendary_Tier.29|Swooping Shadows]], [[#Quivering_Palm_.28Legendary_Tier.29|Quivering Palm]]''</small>, [[#Shining_Heaven_Barrier_VII_.28Ex.29|Shining Heaven Barrier VII]]
|-
! align="center" | 32nd
| &emsp; +21 || &emsp; +17 || &emsp; +13 || &emsp; - || &emsp; +18 || &emsp; +18 || &emsp; +18 || &emsp; 10 || [[#Martial_Arts_Disciple_VII_.28Ex.29|Martial Arts Disciple VII]]
|-
! align="center" | 33rd
| &emsp; +22 <sup>''(+1)''</sup> || &emsp; +18 <sup>''(+1)''</sup> || &emsp; +14 <sup>''(+1)''</sup> || &emsp; - || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; 10 || [[#Seventh_Inner_Gate_.28Su.29|Seventh Inner Gate]]
|-
! align="center" | 34th
| &emsp; +22 || &emsp; +18 || &emsp; +14 || &emsp; - || &emsp; +19 || &emsp; +19 || &emsp; +19 || &emsp; 10 || [[#Harmonious_Breeze_VII_.28Ex.29|Harmonious Breeze VII]], [[#Five_Point_Exploding_Palm_Strike_.28Su.29|Five Point Exploding Palm Strike]]
|-
! align="center" | 35th
| &emsp; +23 <sup>''(+1)''</sup> || &emsp; +19 <sup>''(+1)''</sup> || &emsp; +15 <sup>''(+1)''</sup> || &emsp; - || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; +20 <sup>''(+1)''</sup> || &emsp; 10 || [[#Laughing_Moonlight_VII_.28Ex.29|Laughing Moonlight VII]]
|}
 
{{ClassProficiency|Monk}}
 
=== Water and Stone (Legendary Tier) ===
If you do not already have the ''Water and Stone'' class feature, you gain it at 31st level. See [[#Water_and_Stone_.28Ex.29|Water and Stone]] for details on how this works.
 
Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.
 
=== The Way (Legendary Tier) ===
If you do not already know ''The Way'', you learn it at 31st level. See [[#The_Way_.28Ex.29|The Way]] for details on how this works.
 
<div style="margin-left:1.5em">
==== Monk Special Attack Damage (Legendary Tier) ====
A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks.  Sized-small monks can hit their enemies most sensitive spots easily.  Sized-medium monks may hit harder but their points of impact are more spread out.  It all balances out! 
 
The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class. Refer to the table below for damage dealt at this tier:
:{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;"
|- style="{{class-gradient|monk}}"
! width="35" align="center" | Monk Level || width="150" align="center" | Unarmed or Monk Weapon Damage
|-
! 31st
| 11d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 32nd
| 11d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 33rd
| 11d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 34th
| 12d8 <small>''(+ Dex & Wis mods)''</small>
|-
! 35th
| 12d8 <small>''(+ Dex & Wis mods)''</small>
|}
</div>
 
=== Echoing Strike / Flurry of Blows (Legendary Tier) ===
If you do not already have the ''Echoing Strike / Flurry of Blows'' class feature, you gain it at 31st level. See [[#Echoing_Strike_.2F_Flurry_of_Blows_.28Ex.29|Echoing Strike / Flurry of Blows]] for details on how this works.
 
A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.
 
=== Ki Pool (Legendary Tier) ===
If you do not already have the ''Ki Pool'' class feature, you gain it at 31st level. See [[#Ki_Pool_.28Su.29|Ki Pool]] for details on how this works.
 
=== Rattling Fist (Legendary Tier) ===
If you do not already have the ''Rattling Fist'' class feature, you gain it at 31st level. See [[#Rattling_Fist_.28Ex.29|Rattling Fist]] for details on how this works.
 
=== Shockwave Ki Barrage (Legendary Tier) ===
If you do not already have the ''Shockwave Ki Barrage'' class feature, you gain it at 31st level. See [[#Shockwave_Ki_Barrage_.28Su.29|Shockwave Ki Barrage]] for details on how this works.
 
=== Swooping Shadows (Legendary Tier) ===
If you do not already have the ''Swooping Shadows'' class feature, you gain it at 31st level. See [[#Swooping_Shadows_.28Ex.29|Swooping Shadows]] for details on how this works.
 
=== Quivering Palm (Legendary Tier) ===
If you do not already have the ''Quivering Palm'' class feature, you gain it at 31st level. See [[#Quivering_Palm_.28Su.29|Quivering Palm]] for details on how this works.
 
If you already have the ''Quivering Palm'' class feature, it improves at 16th level.  You can use ''Quivering Palm'' one additional time per day.
 
=== Shining Heaven Barrier VII (Ex) ===
At 31st level, the monk learns to center the energy within themselves through meditation and a fierce willpower.  As a result, they gain a +1 [[Training Bonus]] to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).  
 
The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning).  In that case, only the highest available value is used.
 
Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other ''Shining Heaven Barrier'' class feature you may possess.  Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the ''Shining Heaven Barrier'' series) do not stack.  Instead, only the highest available value is counted.  Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.
 
You do '''''not''''' automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.


=== Timeless Body (Ex) ===
=== Martial Arts Disciple VII (Ex) ===
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
At 32nd level, the monk may choose a bonus feat from the list provided below.  Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the [[Between_Adventures#Reselect_a_Class_Feature_or_Racial_Trait|re-selection process]].


=== Tongue of the Sun and Moon (Ex) ===
::{| class="ep-default2" style="text-align:left; font-size:85%;" width="95%"
A monk of 17th level or higher can speak with any living creature.  This ability does not count as a language, and gives the monk no capability in any language, especially the secret ones like Druidic or Sphinx.  The monk's enlightenment conveys meaning and understanding through utter purity of spirit, bypassing language completely.  Handy trick, and very frustrating to Linguists.
|- style="{{class-gradient|monk}}"
! width="15%" | Feat Name || width="30%" align="center" | Prerequisites || width="55%" align="center" | Benefit
|-
| [[Adroit Defender (Feat)|Adroit Defender]] || {{:Adroit Defender (Feat)|transcludesection=Prerequisites}} || {{:Adroit Defender (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Diversion (Feat)|Adroit Diversion]] || {{:Adroit Diversion (Feat)|transcludesection=Prerequisites}} || {{:Adroit Diversion (Feat)|transcludesection=ShortDesc}}
|-
| [[Adroit Doom (Feat)|Adroit Doom]] || {{:Adroit Doom (Feat)|transcludesection=Prerequisites}} || {{:Adroit Doom (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Expertise (Feat)|Combat Expertise]] || {{:Combat Expertise (Feat)|transcludesection=Prerequisites}} || {{:Combat Expertise (Feat)|transcludesection=ShortDesc}}
|-
| [[Combat Reflexes (Feat)|Combat Reflexes]] || {{:Combat Reflexes (Feat)|transcludesection=Prerequisites}} || {{:Combat Reflexes (Feat)|transcludesection=ShortDesc}}
|-
| [[Critical, Improved (Feat)|Critical, Improved]] || {{:Critical, Improved (Feat)|transcludesection=Prerequisites}} || {{:Critical, Improved (Feat)|transcludesection=ShortDesc}}
|-
| [[Deflect Arrows (Feat)|Deflect Arrows]] || {{:Deflect Arrows (Feat)|transcludesection=Prerequisites}} || {{:Deflect Arrows (Feat)|transcludesection=ShortDesc}}
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| [[Dodge (Feat)|Dodge]] || {{:Dodge (Feat)|transcludesection=Prerequisites}} || {{:Dodge (Feat)|transcludesection=ShortDesc}}
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| [[Gorgon's Fist (Feat)|Gorgon's Fist]] || {{:Gorgon's Fist (Feat)|transcludesection=Prerequisites}} || {{:Gorgon's Fist (Feat)|transcludesection=ShortDesc}}
|-
| [[Improved Combat Maneuvers (Feat)|Improved Combat Maneuvers]] || {{:Improved Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Improved Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Mass Combat Maneuvers (Feat)|Mass Combat Maneuvers]] || {{:Mass Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Mass Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Mobility (Feat)|Mobility]] || {{:Mobility (Feat)|transcludesection=Prerequisites}} || {{:Mobility (Feat)|transcludesection=ShortDesc}}
|-
| [[Power Attack (Feat)|Power Attack]] || {{:Power Attack (Feat)|transcludesection=Prerequisites}} || {{:Power Attack (Feat)|transcludesection=ShortDesc}}
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| [[Quick Combat Maneuvers (Feat)|Quick Combat Maneuvers]] || {{:Quick Combat Maneuvers (Feat)|transcludesection=Prerequisites}} || {{:Quick Combat Maneuvers (Feat)|transcludesection=ShortDesc}}
|-
| [[Scorpion Style (Feat)|Scorpion Style]] || {{:Scorpion Style (Feat)|transcludesection=Prerequisites}} || {{:Scorpion Style (Feat)|transcludesection=ShortDesc}}
|-
| [[Spring Attack (Feat)|Spring Attack]] || {{:Spring Attack (Feat)|transcludesection=Prerequisites}} || {{:Spring Attack (Feat)|transcludesection=ShortDesc}}
|}


=== Empty Body (Su) ===
=== Seventh Inner Gate (Su) ===
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
At 33rd level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:


=== Perfect Self (Su) ===
:* The monk can spend 2 points of ki as an [[immediate action]] to cause an attack that just hit the monk to inflict only half damage.  This halving occurs prior to applying any damage mitigation (such as DR or ER) to that damage.  Furthermore, the monk can spend an additional 2 points of ki (as part of the same immediate action) to grant this same benefit to any adjacent allies (in the event that the attack hit them also). This use of ki can be used any time before the attack's damage is resolved (i.e. even after the damage is revealed, but before the damage is applied to the monk's or their allies' hit points).  This use of ki does not protect the monk against any non-damaging or secondary effects of an attack, such as status conditions. This use of ki can never be performed more than once per round, even with the use of action points.
At 20th level, a monk becomes a magical creature. He is forevermore treated as a native outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.


Additionally, the monk gains [[Damage Resistance]] (DR) 10/common and DR 10/uncommon.
:* The monk can spend 2 points of ki as a [[free action]] during their turn to perform a bonus Echoing Strike at their highest attack value (i.e. at their full BAB).  The bonus Echoing Strike must be rolled before the end of their current turn, or it is lost.  This use of ki can be stacked with the bonus attack ability granted at Monk level 3 ([[#First_Inner_Gate_.28Su.29|First Inner Gate]]), as well as any bonus attacks granted by [[Haste (Sorcerer/Wizard Spell)|Haste]] spells or the [[Speed (Melee Weapon Magic Property)|Speed]] magic weapon property.  This use of ki can never be performed more than once per round, even with the use of action points.


===Paragon of Inner Strength (Ex)===
=== Harmonious Breeze VII (Ex) ===
The monk has perfected his inner strength. Each level of monk above 20th adds 1 ki point to his ki pool when determining the size of his ki pool (Example: If a 25th level Monk has a Wisdom modifier of +13, he would have 28 ki points, 10 for levels 1-20, 5 for five levels above 20th, and 13 for the high Wisdom score).
At 34th level, the monk's [[Walk]] speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.


===Quivering Palm (Su)===
You do '''''not''''' automatically gain any ''Harmonious Breeze'' class features of previous tiers, unless you actually took those previous tiers.
At 21st level a monk may use the quivering palm ability one additional time per day. Note that the monk may only use this ability once per round.  At 25th, 29th, and 33rd level, a monk gains an additional use of Quivering palm per day.


===The Willow Bends (Ex)===
=== Five Point Exploding Palm Strike (Su) ===
At 21st level, the monk may spend 5 ki to use Echoing Strike as a Move actionThis may be used up to twice a round.
At 34th level, the monk gains the ultimate attack. In this fearsome ability, the monk expends all five of their daily uses of [[#Quivering_Palm_.28Ex.29|Quivering Palm]] in a single, overwhelming, death strike. The monk performs a single melee attack against an enemy creatureIf the attack hits, it inflicts damage equal to the target creature's [[Bloodied]] hit points value (half of their maximum health).  However, if the target is already Bloodied when this attack is made against them, it does no damage.  Timing is everything.


===Wholeness of Spirit (Su)===
This attack is not a condition, so it affects creatures with roles (such as [[Heavy|Heavies]] and [[Threat]]s) just as effectively as it affects normal creatures.
Starting at 22nd level the monk can apply the benefit of the Paladin's [[Paladin#Cleanse_.28Su.29|cleanse]] class feature to themselves each time they use ''Wholeness of Body''. This status-curing effect is in addition to the healing ability of the ''Wholeness of Body'' ability.  Even more amazing, for an additional cost of 2 ki the monk may use this ability on others.  Namely, the monk may heal themselves for 2 ki or another person for 4 ki.


===Transcendent Grace (Ex)===
If the monk has multi-classed, and does not possess all five daily uses of the ''Quivering Palm'' class feature, or if the monk has already used one or more of their ''Quivering Palm'' uses for the day, they can substitute one use of ''Quivering Palm'' with 8 points of ki.  This means, for 40 points of ki, the monk can perform ''Five Point Exploding Palm Strike'' without using any of their daily uses of ''Quivering Palm''However, under no circumstances can a monk '''''ever''''' use ''Five Point Exploding Palm Strike'' more than once per day.
At 23rd level the Monk may assume an ethereal state at will as if using the spell ethereal jaunt.  Using this ability is a swift action that consumes 3 points from his ki pool. Sustaining Transcendent Grace costs 1 ki point per round of combat or 1 ki point per minute out of combat. Sustaining Transcendent Grace is a free action. This ability only affects the monk and cannot be used to make other creatures ethereal.
===Dancing Step (Ex)===
Beginning at 24th level the Monk may use his Reflex save instead of any other save required for the cost of 1 ki pointIn addition, for the cost of 5 ki, the Monk may Move up to one half his normal Move as a swift actionUsing ki this way is not considered a Move action, but this movement still provokes as normal movement.


===Warrior of the Spirit (Su)===
=== Laughing Moonlight VII (Ex) ===
When the monk reaches 25th level the DR provided by perfect self improves to DR 12/common and DR 12/uncommonAt 29th level it becomes DR 14/common and DR 14/uncommon, and at 33rd level it improves again to DR 16/common and DR 16/uncommon.
At 35th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls.  Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the ''Laughing Moonlight'' class feature the monk may possessIf the fall was intentional, the monk may combine this class feature with an [[Acrobatics#Mitigate_Falling_Damage|Acrobatics]] check to attempt to mitigate the fall even more.


===Ascetic(Su)===
As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked [[prone]] by the fallHowever, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.
At 26th level the Monk no longer needs to eat, drink, sleep, or breathe, although he still may if he wants toHis maximum age is increased by his Monk level x his Wisdom modifier. Combining Ascetic with the 'Tongue of the Sun and Moon' ability means the monk can talk to you without using his mouth or breathing, which is both awesome and creepy.  


===The Wellspring (Su)===
If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.  The monk does '''''not''''' automatically gain any ''Laughing Moonlight'' class features of previous tiers, unless they actually took those previous tiers.
At 27th level, the monk's physical perfection allows him to draw ever deeper on his source of ki. He gains an additional number of points in his ki pool equal to his Dexterity modifier. This is in addition to the ki points granted by the ki pool class feature.


===Grand Master (Su)===
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At 28th level the Monk no longer needs to spend Ki points on any of the abilities granted by his Ki Pool power, instead activating them at will with a swift action for each. He may now spend 5 Ki points to make a Full Attack using only a Standard action. Lastly, he no longer needs to be within arms reach of a wall to activate his Slow Fall ability. The Monk simply glides safely to the ground, even in open air.
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===Iron Fist(Ex)===
== Apotheotic Monk (Levels 36+) ==
At 29th level the Monk masters the Iron Fist.  His Unarmed Strike damage is treated as if having the [[Keen]] special property, adding 1 to his threat range.  This Iron Fist bonus will stack with all other adders to the threat range, including Keen.
{| class="ep-default2" style="text-align:center; font-size:85%; border-collapse:collapse;" width="98%"
|- style="{{class-gradient|monk}}"
! width="30" | Level || Class Features
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! 36+
| colspan="21" align="left" | [[#Apotheosis!|Apotheosis!]]
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===Ki Strike (Su)===
=== Apotheosis! ===
At 30th level the Monk is able to hurl his ki outside his body.  By spending 1 Ki point per attack, the Monk can project his Unarmed Strikes as ranged touch attacks with a range of Close (25 feet + 5 feet per level)The Monk adds his Wisdom modifier to the damage in addition to all his other modifiers. He can do this in place of a normal Unarmed attack, or as part of a Full Attack, assuming he has the ki points to spend. How these attacks look are left to the player and referee, but we urge you, please strive to be tastefulIn particular, shouting 'HADOKEN' or 'KAMEHAMEHA' when this ability is used is discouraged, as it grows tiresome quickly.  Just...trust us.
Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselvesThis can take many forms, but it is the first step to the ascension to godhood.   


===Divine Ascetic (Su)===
Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creaturesInstead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).
At 31st level the Monk can spend 1 Ki point to render himself effectively weightless and gain a +20 on Acrobatics checks made to balance for 1 round. So long as the Monk moves at least 30 feet each round, he can move across water as if it were solid ground and run on walls and ceilings as if he were under the effect of a spider climb spellWhen moving on walls or ceilings, he must end his movement each round on level ground or begin floating downward under the effects of his Slow Fall ability. As always, you may use magical means to stick to the wall or ceiling.


===Three Inch Punch (Ex)===
GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream.  GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task.  However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.
At 32nd level the Monk masters the ultimate close combat attack. The Monk may use a full Flurry of Blows attack any time he is in control of a grapple, or while squeezing, while underwater, or in any other condition when he would normally be hindered, without penalty.


===Body over Mind (Su)===
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At 33rd level the Monk can accomplish seemingly magical feats through physical perfection. By spending 5 Ki points, the Monk can act as if Hasted for 1 round. By spending 10 Ki points, he accomplishes the truly magical, enabling him to duplicate a Time Stop effect. Unlike the Time Stop spell this does not slow down other creatures, the Monk is simply moving supernaturally fast.
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===Enlightened (Su)===
== Ex-Monks ==
At 34th level the Monk's prowess improves, providing a +20 perfection bonus on all Acrobatics checks. His Wholeness of Body and Wholeness of Spirit powers have their ki cost reduced by one, so that healing himself costs 1 ki and healing others costs 3 ki.
A monk who moves into a Chaotic alignment loses all of their monk class features (but not weapon, armor, and shield proficiencies). They may not progress any further in levels as a monk. They regain their abilities and advancement potential if they are able to restore their alignment to non-chaotic, as appropriate.


===Five Point Exploding Palm Strike (Su)===
'''Note:''' GMs are cautioned to avoid this scenario as much as is practical, providing multiple warnings to a player who continuously acts outside of their alignment before taking their monk-ly abilities away entirelyBecause the loss of a character's class is so devastating, it is tantamount to making them start a new character, in many casesWhile a long redemption arc of suffering and contrition can make for a really good story, make sure your player is willing to go through with that degree of suffering before forcing it upon them. In all cases, if a GM strips a monk of their class features due to some chaotic action (or actions), they should offer the player an opportunity to roll up a new character, instead of making them play the now-powerless one. (And then, much later, the GM should bring the ex-monk back as an [[NPC]] villain to torment the party. Obviously.)
At 35th level, the Monk gains the ultimate attackIn this fearsome ability, the monk expends all five of his daily uses of Quivering Palm in a single, overwhelming, death strikeThe Fort saving throw DC is 10 + Monk level + Wisdom. If the target fails the save, it acquires the [[Unconscious]] status condition and its hit points drop to -10. If it makes its save, it acquires the [[Bloodied]] condition and immediately drops to half its total hit points. If the target already has the [[Bloodied]] condition and makes its save, this power has no effect. Timing is everything.

Latest revision as of 17:58, 27 August 2022

It's called 'soap', and no, it won't hurt you, I promise.

There are as many ways to express your will upon the world as there are people with a will to express. Probably the simplest and most direct way of doing this is to pick up a rock and hit something. Indeed, there are many, many powerful and capable adventurers who make their way through the world doing exactly that.

Then, there are the people who use less direct means of expressing their will upon the world, people who use aura-based powers and abilities, through song, raw martial talent, or magical aptitude in numerous varieties, to bend the world to their will.

And then, there are 'rock-hitter' types who are more mystical, more spiritual, more lyrical, in their way of doing things. These are warriors who seek to flow through conflicts like water, air, or sand, who express their will upon the world through martial conflict, but more subtly than most. These people come from many walks of life, such as swashbuckling sea-dwellers, light-footed scalawags from the back alleys, deeply meditative farmers and millers, and yes, travelers from exotic Eastern lands with strange practices.

All of them use the same ways of dealing with the world, namely, a light, fast, highly-skilled armed and unarmed fighting style with an extreme emphasis on footwork and speed, combined with the ability to project power directly through their aura to empower themselves in numerous amazing ways. They are most commonly called 'monks', but can be known by a thousand different names (rakes, scalawags, gypsy fighters, bare-knuckle boxers, scrappers, fightin' fools, and many more besides), as every one of these 'aura warriors' expresses their path in their own unique way.

For simplicity, we refer to all these styles of warriors here as 'monks', and their aura power is called their 'chi pool'. If the player and GM want to name these differently, we encourage such behavior, to match the story YOU are telling.

Monks all tend to be organized, disciplined people, able to focus on a long-term goal and stay focused on that goal for as long as required to reach it. This ability is how they are able to develop their amazing powers. A consequence of this required focus is the fact that all Monks cannot have a Chaotic alignment.

Role:

Monks can be fast-moving melee combatants, or do a decent job of screening and soaking damage from enemies, and even act as flankers and skirmishers, using their mobility to confound enemies.

Alignment: Any non-chaotic

Hit Die: d8

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Wisdom: primary; used for to-hits, damage, AC, and Maneuver Defense.
  • Dexterity: secondary; used for to-hits, damage, and AC.
  • Constitution: tertiary; useful for improving your durability in close combat.
  • Intelligence: low priority.
  • Charisma: low priority.
  • Strength: low priority.
Base To-Hit:
A monk does not calculate their to-hits normally. Monks get a class feature at 1st level (Water and Stone, below) that replaces their Strength modifier with their Dexterity modifier with all to-hit rolls, and adds their Wisdom modifier as well.
  • Melee To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier + Wisdom Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier + Wisdom Modifier
Base Weapon Damage:
A monk does not calculate their damage normally. Monks get a class feature at 1st level (Water and Stone, below) that replaces their Strength modifier with their Dexterity modifier with all melee and ranged damage rolls.
  • Melee Damage: Base Weapon Damage + Dexterity Modifier
  • Thrown Weapon Damage: Base Weapon Damage + Dexterity Modifier
  • Projectile Weapon Damage: Base Weapon Damage (may add Dexterity Modifier (instead of Strength) only if the weapon has the Mighty quality)
Base Armor Class:
A monk's base armor class is 10, but monks cannot wear armor, or carry a shield. Monks do get a class feature at every experience tier (Shining Heaven Barrier, below) that grants them a Training Bonus to AC, however, which should help them somewhat.
  • Armor Class: 10 + Adjusted Dexterity Modifier + Training Bonus + Racial Size Modifier (if any)
Maneuver Defense:
A monk's maneuver defense is not calculated normally. Monks get a class feature at 1st level (Water and Stone, below) that replaces their Strength modifier with their Wisdom modifier when calculating their maneuver defense value.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Wisdom Modifier + Dexterity Modifier + Size Modifier
Skills:
Monks get 6 + Int modifier skill ranks per Monk class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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Favored Class: Monk

If the Monk class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Monk (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -4   -8   n/a   +2   +2   +2   10 Nine Suns

Nine Suns (Ex)

If you choose Monk as your favored class, any time you successfully perform a Combat Maneuver, you add your Wisdom modifier to the damage dealt (assuming you choose to deal damage with the maneuver). This bonus damage does not apply to Charge or Cleave maneuvers (since they already deal normal weapon damage), nor does it apply to Tumble or Withdraw maneuvers (since they never deal any damage).

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Courageous Monk (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +0   -4   -8   -   +2   +2   +2   10 Water and Stone, The Way, Echoing Strike / Flurry of Blows, Shining Heaven Barrier I
2nd   +1 (+1)   -3 (+1)   -7 (+1)   -   +3 (+1)   +3 (+1)   +3 (+1)   10 Martial Arts Disciple I, Rattling Fist
3rd   +2 (+1)   -2 (+1)   -6 (+1)   -   +3   +3   +3   10 Ki Pool, First Inner Gate
4th   +3 (+1)   -1 (+1)   -5 (+1)   -   +4 (+1)   +4 (+1)   +4 (+1)   10 Harmonious Breeze I, Evasion
5th   +3   -1   -5   -   +4   +4   +4   10 Laughing Moonlight I, Blood Mist Purge

Weapon and Armor Proficiency

Monks are proficient with Brass Knuckles, Cestus, Club, Light and Heavy Crossbows, Dagger, Handaxe, Javelin, Kama, Light Mace, Nunchaku, Quarterstaff, Sai, Short Spear, Shortsword, Shuriken, Siangham, Sling, Spear, and Temple Sword.

Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short spear, short sword, siangham, and temple sword are considered to be special Monk Weapons (see below).

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 the use of many of their abilities.

Water and Stone (Ex)

Beginning at 1st level, monks use their Dexterity modifier in any place that would normally call for their Strength modifier, when calculating to-hit and damage for melee or ranged attacks. This includes any melee touch or ranged touch attacks they might make.

In addition, monks add their Wisdom modifier to all to-hit calculations for melee or ranged attack damage, including melee touch or ranged touch attacks.

Finally, monks use their Wisdom modifier in place of their Strength modifier when calculating their Maneuver Defense score.

Monks never add their Strength modifier to their melee or ranged attacks (either attack or damage), nor do they ever include it in their Maneuver Defense calculations.

If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.

The Way (Ex)

Monks gain the Improved Unarmed Strike feat as a bonus feat at 1st level, however it does not provide any benefits to them, except as a prerequisite for other feats. (This is because the Monk's special attacks inflict considerably more damage than this feat grants.)

A monk's unarmed attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes even if their hands are full. There is no such thing as an off-hand attack for a monk striking unarmed. As a result, monks gain no benefits from 2-weapon fighting feats, and cannot use these feats to gain additional off-hand attacks. The same is true for monk weapons wielded by the monk — two-weapon fighting feats provide no benefit to a monk wielding monk weapons, and do not grant additional off-hand attacks.

Instead, when attacking unarmed or using monk weapons, the monk can make use of their Echoing Strike / Flurry of Blows class feature (see below), which allows them to attack as fast as an expert at two-weapon fighting, without the need for all those feats.

Monk Special Attack Damage (Courageous Tier)

A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks. Sized-small monks can hit their enemies' most sensitive spots easily. Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out!

The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class. Refer to the table below for damage dealt at this tier:

Monk Level Unarmed or Monk Weapon Damage
1st 1d8 (+ Dex mod)
2nd 1d8 (+ Dex mod)
3rd 1d8 (+ Dex mod)
4th 2d8 (+ Dex mod)
5th 2d8 (+ Dex mod)

A Note On Base Weapon Damage

Monks who acquire additional base weapon damage, either through feats, magic items, magic weapon properties, etc., calculate this damage the same way any other class does. The monk special attack damage does not alter the way base weapon damage works for the monk. Namely, the additional base weapon damage is multiplied by the experience tier of the character's total level (not monk class level). I.e., at levels 1-5, the additional base weapon damage is the same as listed. At levels 6-10, it is doubled; at levels 11-15, it is tripled; at 16-20, it is quadrupled, etc.

Example: If the monk puts the Impact magic weapon property on a pair of nunchaku (a weapon that the monk can use and still perform echoing strike/flurry of blows), they gain +2 base weapon damage with all of their attacks. At levels 1-5, this is just +2 additional damage (though it is multiplied on a critical hit). At levels 6-10, it adds +4 damage to all successful attacks. At levels 11-15, it adds +6; at levels 16-20, it adds +8; at levels 21-25, it adds +10; at levels 26-30, it adds +12; and at levels 31 and higher, it adds +14 damage to all successful attacks. This is exactly the same progression as this property would provide to any other character class.

Echoing Strike / Flurry of Blows (Ex)

At 1st level, any time the monk performs an Attack Action, and they are using either unarmed strike or a monk weapon to do so, they may attack twice at the same attack value as that attack. An attack action is an attack that can be performed with either a Standard Action, or with any attack during a Full Attack Action.

When the attack is performed as a Standard Action, it is called an Echoing Strike. The monk rolls to-hit twice, using their highest available attack value. Each roll is resolved as their own attack; that is, if both hit, the monk deals their monk special attack damage twice. If only one hits, they deal their monk special attack damage once.

When this class feature is used during a Full Attack Action, it is called a Flurry of Blows. Since the Monk's BAB allows them to perform three attack actions during a full attack action, they can perform up to six attacks (assuming they don't trade away any attack actions for 5-foot steps or combat maneuvers; see Full Attack Action for details on that). Another way of thinking of this is that you can perform three Echoing Strikes. The first set of two attacks are made at Full BAB, the second set of two attacks are made at BAB - 5, and the final set of two attacks are made at BAB -10. Each successful hit deals the monk's special attack damage.

The monk can always target anyone within their melee reach with each attack available to them. They are not required to apply both attacks of an Echoing Strike to the same creature, for example. Furthermore, the monk may perform a 5-foot step between each strike of an Echoing Strike or a Flurry of Blows if they have a 5-foot step available to them (they can even perform multiple 5-foot steps, if they have multiple available).

If a monk trades away an attack action for a 5-foot step, or uses an attack action to perform a combat maneuver, this 'uses up' one echoing strike's worth of attacks, which is to say, one pair of attacks, per attack action traded away. That is, during a monk's full attack, they normally get six attacks, since they have three attack actions. If they trade away one of those attack actions for a 5-foot step or to perform a combat maneuver, they can only make 4 attacks during that full attack action, since they only have two attack actions remaining.

Note that an effect that grants a monk a 'bonus attack' (such as a Haste spell) does not grant the monk a bonus attack action, and therefore only allows the monk to perform a single attack (normally at their highest attack value), not a pair of attacks. Only an effect that grants the monk a bonus standard action (such as an action point spent in the 3rd round of combat), or explicitly states it grants a bonus attack action, would allow the monk to use Echoing Strike, or perform an additional pair of attacks during a Flurry of Blows.

A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.

Shining Heaven Barrier I (Ex)

At 1st level, the monk learns to center the energy within themselves through meditation and a fierce willpower. As a result, they gain a +3 Training Bonus to their Armor Class (AC) at all times.

Unlike normal training bonuses, the training bonus to AC from Shining Heaven Barrier I stacks with the training bonus to AC from any other Shining Heaven Barrier class features you may possess. Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the Shining Heaven Barrier series) do not stack. Instead, only the highest available value is counted. Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.

Martial Arts Disciple I (Ex)

At 2nd level, the monk may choose a bonus feat from the list provided below. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the re-selection process.

Feat Name Prerequisites Benefit
Combat Expertise Level 1, proficient with wielded weapon Trade attack bonus for AC bonus
Combat Reflexes Level 1 Make additional attacks of opportunity each round.
Deflect Arrows Level 1 Avoid one ranged attack per round
Dodge Level 1 +1 dodge bonus to AC
Improved Combat Maneuvers Level 1 +2 feat bonus to Maneuver Offense and Maneuver Defense, inflict extra damage.
Power Attack Level 1, Proficiency with your wielded weapon(s) Gain base weapon damage in exchange for a very reasonable-sounding to-hit penalty.
Scorpion Style Level 6, Unarmed Strike, Improved (Feat) Cause your next unarmed strike to slow your target

Rattling Fist (Ex)

At 2nd level, the monk gains the Rattling Fist (Feat) as a bonus feat. The monk may attempt a Rattling Fist attack a number of times per day equal to their monk level, plus one additional time per day for every five levels they possess in classes other than monk.

The monk may use Rattling Fist as one attack during an Echoing Strike, or as any of the attacks during a Full Attack Action. It uses the same to-hit value as the attack it is replacing.

Rattling Fist may never be attempted more than once per round, even with the use of action points. Because Rattling Fist inflicts a status condition, creatures with roles that grant partial immunity to conditions (such as heavies or threats) will also be resistant to Rattling Fist.

Synergy: If a creature receives any other status condition while it is suffering from the Rattled condition laid by the monk's Rattling Fist, the Rattled condition may be replaced with a new effect. In such cases, the residual spiritual energy of the monk's attack is instantly released throughout the creature's body, dealing 1d6 points of damage per two Monk levels of the monk (rounding down, minimum 1d6, maximum 17d6 at Monk level 34) as slashing (physical, common) damage. There is no saving throw for this effect.

Ki Pool (Su)

Beginning at 3rd level, the monk gains a Ki Pool, allowing them to perform amazing feats by channeling and directing the spiritual energy that circulates through their body's meridians (or chakra points, dantian spaces, or madra channels, if you prefer). The monk gains a number of Ki points equal to their monk class level + their WIS modifier per day. Once a ki point has been spent, it is gone until the monk completes a Full Night's Rest. After completing each full night's rest, the monk is fully restored back up to their maximum number of ki points for the day. Any ki points not spent prior to completing a full night's rest are lost — unspent points cannot be 'saved up' from previous days.

Spending ki points is usually a free action, and there is no limit on how many of the monk's remaining ki points they can spend in each round. However, wise monks should probably reserve at least a few ki points to ensure they can handle any surprises or unforeseen circumstances they might encounter before they get a chance to rest and restore their Ki Pool.

First Inner Gate (Su)

At 3rd level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:

  • The monk can spend 1 point of ki as a free action during their turn to grant themselves a bonus attack at their highest attack value (Full BAB). The bonus attack must be rolled before the end of their current turn, or it is lost. This use of ki can never be performed more than once per round, even with the use of action points.
  • The monk can spend 1 point of ki as a free action during their turn to grant themselves a +4 circumstance bonus to their AC until the start of their next turn. This use of ki can never be performed more than once per round, even with the use of action points.
  • The monk can spend 1 point of ki as a free action during their turn to prevent one enemy from making any attacks of opportunity against the monk (for any reason) until the start of the monk's next turn. This use of ki can be used up to once per enemy per round.

Harmonious Breeze I (Ex)

At 4th level, the monk's Walk speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.

Evasion (Ex)

Beginning at 4th level, a monk can avoid even magical and unusual attacks with great agility. Any attack, spell, or effect that deals damage and offers a Reflex-based saving throw can be mitigated with this ability. If the monk succeeds on their saving throw, the effect deals only one-quarter (¼) damage. Furthermore, even if the monk fails their Reflex saving throw, they take only three-quarters (¾) damage from the effect.

Evasion does not provide any protection against non-damaging effects or status conditions caused by the attack, it only reduces the damage portion of the attack. Evasion can only be used in circumstances where the monk is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

Laughing Moonlight I (Ex)

At 5th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls. Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. If the fall was intentional, the monk may combine this class feature with an Acrobatics check to attempt to mitigate the fall even more.

As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked prone by the fall. However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.

If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.

Blood Mist Purge (Ex)

At 5th level, the monk becomes immune to all diseases.

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Intrepid Monk (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +4 (+1)   +0 (+1)   -4 (+1)   -   +5 (+1)   +5 (+1)   +5 (+1)   10 Water and Stone, The Way, Echoing Strike / Flurry of Blows, Ki Pool, Rattling Fist, Shining Heaven Barrier II
7th   +5 (+1)   +1 (+1)   -3 (+1)   -   +5   +5   +5   10 Martial Arts Disciple II
8th   +6 (+1)   +2 (+1)   -2 (+1)   -   +6 (+1)   +6 (+1)   +6 (+1)   10 Second Inner Gate
9th   +6   +2   -2   -   +6   +6   +6   10 Harmonious Breeze II, Shockwave Ki Barrage
10th   +7 (+1)   +3 (+1)   -1 (+1)   -   +7 (+1)   +7 (+1)   +7 (+1)   10 Laughing Moonlight II, Swooping Shadows

Weapon and Armor Proficiency

Monks are proficient with Brass Knuckles, Cestus, Club, Light and Heavy Crossbows, Dagger, Handaxe, Javelin, Kama, Light Mace, Nunchaku, Quarterstaff, Sai, Short Spear, Shortsword, Shuriken, Siangham, Sling, Spear, and Temple Sword.

Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short spear, short sword, siangham, and temple sword are considered to be special Monk Weapons (see below).

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 the use of many of their abilities.

Water and Stone (Intrepid Tier)

If you do not already have the Water and Stone class feature, you gain it at 6th level. See Water and Stone for details on how this works.

Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.

The Way (Intrepid Tier)

If you do not already know The Way, you learn it at 6th level. See The Way for details on how this works.

Monk Special Attack Damage (Intrepid Tier)

A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks. Sized-small monks can hit their enemies' most sensitive spots easily. Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out!

The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class. Refer to the table below for damage dealt at this tier:

Monk Level Unarmed or Monk Weapon Damage
6th 2d8 (+ Dex mod)
7th 3d8 (+ Dex mod)
8th 3d8 (+ Dex mod)
9th 3d8 (+ Dex mod)
10th 4d8 (+ Dex & Wis mods)

Echoing Strike / Flurry of Blows (Intrepid Tier)

If you do not already have the Echoing Strike / Flurry of Blows class feature, you gain it at 6th level. See Echoing Strike / Flurry of Blows for details on how this works.

A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.

Ki Pool (Intrepid Tier)

If you do not already have the Ki Pool class feature, you gain it at 6th level. See Ki Pool for details on how this works.

Rattling Fist (Intrepid Tier)

If you do not already have the Rattling Fist class feature, you gain it at 6th level. See Rattling Fist for details on how this works.

Shining Heaven Barrier II (Ex)

At 6th level, the monk learns to center the energy within themselves through meditation and a fierce willpower. As a result, they gain a +1 Training Bonus to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).

The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning). In that case, only the highest available value is used.

Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other Shining Heaven Barrier class feature you may possess. Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the Shining Heaven Barrier series) do not stack. Instead, only the highest available value is counted. Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.

You do not automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.

Martial Arts Disciple II (Ex)

At 7th level, the monk may choose a bonus feat from the list provided below. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the re-selection process.

Feat Name Prerequisites Benefit
Adroit Defender <BAB +6, OR, Monk 6>, <Weapon Focus (Feat), OR, Unarmed Strike, Improved (Feat)>, Combat Expertise (Feat) Grant adjacent allies +2 dodge bonus to AC but you take -2 penalty to your AC
Combat Expertise Level 1, proficient with wielded weapon Trade attack bonus for AC bonus
Combat Reflexes Level 1 Make additional attacks of opportunity each round.
Deflect Arrows Level 1 Avoid one ranged attack per round
Dodge Level 1 +1 dodge bonus to AC
Gorgon's Fist Level 11, Unarmed Strike, Improved (Feat), Scorpion Style (Feat) Inflict Afflicted status on a foe whose speed is reduced
Improved Combat Maneuvers Level 1 +2 feat bonus to Maneuver Offense and Maneuver Defense, inflict extra damage.
Mobility Level 1, Dodge (Feat) +4 AC against attacks of opportunity from movement
Power Attack Level 1, Proficiency with your wielded weapon(s) Gain base weapon damage in exchange for a very reasonable-sounding to-hit penalty.
Scorpion Style Level 6, Unarmed Strike, Improved (Feat) Cause your next unarmed strike to slow your target

Second Inner Gate (Su)

At 8th level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:

  • The monk can spend 1 point of ki as a free action during their turn to heal themselves an amount of damage equal to their Monk class level. This is a form of instantaneous healing. This use of ki can never be performed more than once per round, even with the use of action points.
  • The monk can spend 1 point of ki as a free action during their turn to use their Reflex saving throw in place of any other saving throws (Fortitude or Will) they are required to make before the start of their next turn. This use of ki can never be performed more than once per round, even with the use of action points.

Harmonious Breeze II (Ex)

At 9th level, the monk's Walk speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.

You do not automatically gain any Harmonious Breeze class features of previous tiers, unless you actually took those previous tiers.

Shockwave Ki Barrage (Su)

At 9th level, the monk is able to hurl their ki outside of their body. By spending 1 ki point per attack, the monk can perform a melee attack as a ranged touch attack with a range of Close (25 feet + 5 feet per level). If the attack hits, it deals the same damage it would normally deal, if had been one of the monk's melee attacks. The monk can do this in place of any standard melee attack they can perform, including any attack action during a Full Attack Action. If used in conjunction with an Echoing Strike, a single ki point makes both attacks into ranged touch attacks (though the monk may choose to make one of them a melee attack, instead, if they prefer). The only limitations on the number of times a monk can use this ability in a given round are the monk's number of available attacks, and their available ki points.

Making a ranged touch attack while threatened by an enemy provokes attacks of opportunity, and the monk may suffer penalties for firing into melee or attempting to fire past allies in the path of their attack, unless they have feats to support this class feature, such as Weapon Focus (Feat).

The exact appearance of these attacks are left to the player and referee, but we urge you, please strive to be tasteful. In particular, shouting 'HADOKEN' or 'KAMEHAMEHA' when this ability is used is discouraged, as it grows tiresome quickly. Just... trust us.

Laughing Moonlight II (Ex)

At 10th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls. Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the Laughing Moonlight class feature the monk may possess. If the fall was intentional, the monk may combine this class feature with an Acrobatics check to attempt to mitigate the fall even more.

As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked prone by the fall. However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.

If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. The monk does not automatically gain any Laughing Moonlight class features of previous tiers, unless they actually took those previous tiers.

Swooping Shadows (Ex)

Starting at 10th level, the monk adds their Wisdom modifier to the damage of their attacks, when using unarmed strikes or wielding a monk-usable weapon.

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Heroic Monk (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +8 (+1)   +4 (+1)   +0 (+1)   -   +7   +7   +7   10 The Way, Echoing Strike / Flurry of Blows, Water and Stone, Ki Pool, Rattling Fist, Shockwave Ki Barrage, Swooping Shadows, Shining Heaven Barrier III
12th   +9 (+1)   +5 (+1)   +1 (+1)   -   +8 (+1)   +8 (+1)   +8 (+1)   10 Martial Arts Disciple III
13th   +9   +5   +1   -   +8   +8   +8   10 Third Inner Gate
14th   +10 (+1)   +6 (+1)   +2 (+1)   -   +9 (+1)   +9 (+1)   +9 (+1)   10 Harmonious Breeze III, Quivering Palm
15th   +11 (+1)   +7 (+1)   +3 (+1)   -   +9   +9   +9   10 Laughing Moonlight III, Jade Phoenix Binding I

Weapon and Armor Proficiency

Monks are proficient with Brass Knuckles, Cestus, Club, Light and Heavy Crossbows, Dagger, Handaxe, Javelin, Kama, Light Mace, Nunchaku, Quarterstaff, Sai, Short Spear, Shortsword, Shuriken, Siangham, Sling, Spear, and Temple Sword.

Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short spear, short sword, siangham, and temple sword are considered to be special Monk Weapons (see below).

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 the use of many of their abilities.

Water and Stone (Heroic Tier)

If you do not already have the Water and Stone class feature, you gain it at 11th level. See Water and Stone for details on how this works.

Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.

The Way (Heroic Tier)

If you do not already know The Way, you learn it at 11th level. See The Way for details on how this works.

Monk Special Attack Damage (Heroic Tier)

A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks. Sized-small monks can hit their enemies' most sensitive spots easily. Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out!

The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class. Refer to the table below for damage dealt at this tier:

Monk Level Unarmed or Monk Weapon Damage
11th 4d8 (+ Dex & Wis mods)
12th 4d8 (+ Dex & Wis mods)
13th 5d8 (+ Dex & Wis mods)
14th 5d8 (+ Dex & Wis mods)
15th 5d8 (+ Dex & Wis mods)

Echoing Strike / Flurry of Blows (Heroic Tier)

If you do not already have the Echoing Strike / Flurry of Blows class feature, you gain it at 11th level. See Echoing Strike / Flurry of Blows for details on how this works.

A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.

Ki Pool (Heroic Tier)

If you do not already have the Ki Pool class feature, you gain it at 11th level. See Ki Pool for details on how this works.

Rattling Fist (Heroic Tier)

If you do not already have the Rattling Fist class feature, you gain it at 11th level. See Rattling Fist for details on how this works.

Shockwave Ki Barrage (Heroic Tier)

If you do not already have the Shockwave Ki Barrage class feature, you gain it at 11th level. See Shockwave Ki Barrage for details on how this works.

Swooping Shadows (Heroic Tier)

If you do not already have the Swooping Shadows class feature, you gain it at 11th level. See Swooping Shadows for details on how this works.

Shining Heaven Barrier III (Ex)

At 11th level, the monk learns to center the energy within themselves through meditation and a fierce willpower. As a result, they gain a +1 Training Bonus to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).

The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning). In that case, only the highest available value is used.

Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other Shining Heaven Barrier class feature you may possess. Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the Shining Heaven Barrier series) do not stack. Instead, only the highest available value is counted. Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.

You do not automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.

Martial Arts Disciple III (Ex)

At 12th level, the monk may choose a bonus feat from the list provided below. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the re-selection process.

Feat Name Prerequisites Benefit
Adroit Defender <BAB +6, OR, Monk 6>, <Weapon Focus (Feat), OR, Unarmed Strike, Improved (Feat)>, Combat Expertise (Feat) Grant adjacent allies +2 dodge bonus to AC but you take -2 penalty to your AC
Adroit Diversion <BAB +11 OR Monk 11>, Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Divert a melee attack that could have struck an adjacent ally and take the hit yourself, instead.
Combat Expertise Level 1, proficient with wielded weapon Trade attack bonus for AC bonus
Combat Reflexes Level 1 Make additional attacks of opportunity each round.
Critical, Improved BAB +6, Proficient with chosen weapon Increase the threat range of one weapon
Deflect Arrows Level 1 Avoid one ranged attack per round
Dodge Level 1 +1 dodge bonus to AC
Gorgon's Fist Level 11, Unarmed Strike, Improved (Feat), Scorpion Style (Feat) Inflict Afflicted status on a foe whose speed is reduced
Improved Combat Maneuvers Level 1 +2 feat bonus to Maneuver Offense and Maneuver Defense, inflict extra damage.
Mobility Level 1, Dodge (Feat) +4 AC against attacks of opportunity from movement
Power Attack Level 1, Proficiency with your wielded weapon(s) Gain base weapon damage in exchange for a very reasonable-sounding to-hit penalty.
Quick Combat Maneuvers Level 11, Improved Combat Maneuvers (Feat) Perform Combat Maneuvers as a swift action, inflict extra damage.
Scorpion Style Level 6, Unarmed Strike, Improved (Feat) Cause your next unarmed strike to slow your target
Spring Attack BAB +6, Dodge (Feat), Mobility (Feat) Move before and after melee attack

Third Inner Gate (Su)

At 13th level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:

  • The monk can spend 2 points of ki as a move action during their turn to gain the effects of a Dimension Door spell, except that using this ability does not end the monk's turn. It does count as movement for purposes of using 5-foot steps, however. The monk qualifies to take feats that require the ability to cast Dimension Door. This use of ki can never be performed more than once per round, even with the use of action points.
  • The monk can spend 1 point of ki as a free action during their turn to cause their next attack action (which can be the pair of attacks granted by an Echoing Strike) to ignore the target's DR and/or ER, if they have any. This use of ki can be used as many times as the monk has attack actions, assuming the monk has enough ki points to do so.

Harmonious Breeze III (Ex)

At 14th level, the monk's Walk speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.

You do not automatically gain any Harmonious Breeze class features of previous tiers, unless you actually took those previous tiers.

Quivering Palm (Su)

Starting at 14th level, a monk can set up vibrations within the body of another creature that tears muscles and dislocates bones. They can use this quivering palm attack once per day, and they must announce their intent before making their attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully, the target takes 10 points of damage per class level of the Monk. This attack cannot be combined with other abilities such as Rattling Fist, but it may be used as one attack during a full attack action or as one of the attacks in an Echoing Strike.

Laughing Moonlight III (Ex)

At 15th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls. Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the Laughing Moonlight class feature the monk may possess. If the fall was intentional, the monk may combine this class feature with an Acrobatics check to attempt to mitigate the fall even more.

As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked prone by the fall. However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.

If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. The monk does not automatically gain any Laughing Moonlight class features of previous tiers, unless they actually took those previous tiers.

Jade Phoenix Binding I (Ex)

At 15th level, the monk may add one and a half times their Monk class level (rounding down) to the damage of all attacks they perform using unarmed strike, or when wielding any of the monk-usable weapons.

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Undaunted Monk (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +12 (+1)   +8 (+1)   +4 (+1)   -   +10 (+1)   +10 (+1)   +10 (+1)   10 The Way, Echoing Strike / Flurry of Blows, Water and Stone, Ki Pool, Rattling Fist, Shockwave Ki Barrage, Quivering Palm, Swooping Shadows, Shining Heaven Barrier IV
17th   +12   +8   +4   -   +10   +10   +10   10 Martial Arts Disciple IV
18th   +13 (+1)   +9 (+1)   +5 (+1)   -   +11 (+1)   +11 (+1)   +11 (+1)   10 Fourth Inner Gate
19th   +14 (+1)   +10 (+1)   +6 (+1)   -   +11   +11   +11   10 Harmonious Breeze IV, Improved Evasion
20th   +15 (+1)   +11 (+1)   +7 (+1)   -   +12 (+1)   +12 (+1)   +12 (+1)   10 Laughing Moonlight IV, Blood Mist Seal

Weapon and Armor Proficiency

Monks are proficient with Brass Knuckles, Cestus, Club, Light and Heavy Crossbows, Dagger, Handaxe, Javelin, Kama, Light Mace, Nunchaku, Quarterstaff, Sai, Short Spear, Shortsword, Shuriken, Siangham, Sling, Spear, and Temple Sword.

Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short spear, short sword, siangham, and temple sword are considered to be special Monk Weapons (see below).

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 the use of many of their abilities.

Water and Stone (Undaunted Tier)

If you do not already have the Water and Stone class feature, you gain it at 16th level. See Water and Stone for details on how this works.

Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.

The Way (Undaunted Tier)

If you do not already know The Way, you learn it at 16th level. See The Way for details on how this works.

Monk Special Attack Damage (Undaunted Tier)

A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks. Sized-small monks can hit their enemies most sensitive spots easily. Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out!

The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class. Refer to the table below for damage dealt at this tier:

Monk Level Unarmed or Monk Weapon Damage
16th 6d8 (+ Dex & Wis mods)
17th 6d8 (+ Dex & Wis mods)
18th 6d8 (+ Dex & Wis mods)
19th 7d8 (+ Dex & Wis mods)
20th 7d8 (+ Dex & Wis mods)

Echoing Strike / Flurry of Blows (Undaunted Tier)

If you do not already have the Echoing Strike / Flurry of Blows class feature, you gain it at 16th level. See Echoing Strike / Flurry of Blows for details on how this works.

A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.

Ki Pool (Undaunted Tier)

If you do not already have the Ki Pool class feature, you gain it at 16th level. See Ki Pool for details on how this works.

Rattling Fist (Undaunted Tier)

If you do not already have the Rattling Fist class feature, you gain it at 16th level. See Rattling Fist for details on how this works.

Shockwave Ki Barrage (Undaunted Tier)

If you do not already have the Shockwave Ki Barrage class feature, you gain it at 16th level. See Shockwave Ki Barrage for details on how this works.

Swooping Shadows (Undaunted Tier)

If you do not already have the Swooping Shadows class feature, you gain it at 16th level. See Swooping Shadows for details on how this works.

Quivering Palm (Undaunted Tier)

If you do not already have the Quivering Palm class feature, you gain it at 16th level. See Quivering Palm for details on how this works.

If you already have the Quivering Palm class feature, it improves at 16th level. You can use Quivering Palm one additional time per day.

Shining Heaven Barrier IV (Ex)

At 16th level, the monk learns to center the energy within themselves through meditation and a fierce willpower. As a result, they gain a +1 Training Bonus to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).

The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning). In that case, only the highest available value is used.

Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other Shining Heaven Barrier class feature you may possess. Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the Shining Heaven Barrier series) do not stack. Instead, only the highest available value is counted. Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.

You do not automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.

Martial Arts Disciple IV (Ex)

At 17th level, the monk may choose a bonus feat from the list provided below. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the re-selection process.

Feat Name Prerequisites Benefit
Adroit Defender <BAB +6, OR, Monk 6>, <Weapon Focus (Feat), OR, Unarmed Strike, Improved (Feat)>, Combat Expertise (Feat) Grant adjacent allies +2 dodge bonus to AC but you take -2 penalty to your AC
Adroit Diversion <BAB +11 OR Monk 11>, Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Divert a melee attack that could have struck an adjacent ally and take the hit yourself, instead.
Adroit Doom <BAB +16 OR Monk 16>, Adroit Diversion (Feat), Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Grant allies an attack of opportunity whenever you take damage from using Adroit Diversion (Feat)
Combat Expertise Level 1, proficient with wielded weapon Trade attack bonus for AC bonus
Combat Reflexes Level 1 Make additional attacks of opportunity each round.
Critical, Improved BAB +6, Proficient with chosen weapon Increase the threat range of one weapon
Deflect Arrows Level 1 Avoid one ranged attack per round
Dodge Level 1 +1 dodge bonus to AC
Gorgon's Fist Level 11, Unarmed Strike, Improved (Feat), Scorpion Style (Feat) Inflict Afflicted status on a foe whose speed is reduced
Improved Combat Maneuvers Level 1 +2 feat bonus to Maneuver Offense and Maneuver Defense, inflict extra damage.
Mobility Level 1, Dodge (Feat) +4 AC against attacks of opportunity from movement
Power Attack Level 1, Proficiency with your wielded weapon(s) Gain base weapon damage in exchange for a very reasonable-sounding to-hit penalty.
Quick Combat Maneuvers Level 11, Improved Combat Maneuvers (Feat) Perform Combat Maneuvers as a swift action, inflict extra damage.
Scorpion Style Level 6, Unarmed Strike, Improved (Feat) Cause your next unarmed strike to slow your target
Spring Attack BAB +6, Dodge (Feat), Mobility (Feat) Move before and after melee attack

Fourth Inner Gate (Su)

At 18th level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:

  • The monk can spend 2 points of ki as a free action during their turn to gain the effects of a Haste spell until the start of their next turn. As with the actual Haste spell, this does lay an Arcane Charge on the monk, which cannot be stacked with any other Arcane Charge. This use of ki can never be performed more than once per round, even with the use of action points.
  • The monk can spend 1 point of ki as a free action during their turn to become able to squeeze into a space up to 2 size categories smaller than their actual size without penalty, until the start of their next turn. This ability also allows the monk to perform the Clamber action on creatures that are their own size or larger (instead of creatures at least 2 sizes larger than the monk), but they must use this ki ability each round once inside that creature's space, or they will be forcibly moved to an unblocked, unoccupied square adjacent to that creature's space (the GM chooses which space this is). This use of ki can never be performed more than once per round, even with the use of action points.

Harmonious Breeze IV (Ex)

At 19th level, the monk's Walk speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.

You do not automatically gain any Harmonious Breeze class features of previous tiers, unless you actually took those previous tiers.

Improved Evasion (Ex)

Beginning at 19th level, a monk with this class feature improves their ability to avoid magical and unusual attacks. On any attack, spell, or effect that deals damage and permits a Reflex saving throw, the monk takes no damage on a successful save, and only half (½) damage on a failed save.

Improved evasion does not provide any protection against non-damaging effects or status conditions caused by the effect, it only reduces the damage portion of the attack. Improved evasion can only be used in circumstances where the monk is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

Laughing Moonlight IV (Ex)

At 20th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls. Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the Laughing Moonlight class feature the monk may possess. If the fall was intentional, the monk may combine this class feature with an Acrobatics check to attempt to mitigate the fall even more.

As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked prone by the fall. However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.

If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. The monk does not automatically gain any Laughing Moonlight class features of previous tiers, unless they actually took those previous tiers.

Blood Mist Seal (Ex)

At 20th level, a monk gains immunity to poisons of all kinds.

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Valorous Monk (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +16 (+1)   +12 (+1)   +8 (+1)   -   +13 (+1)   +13 (+1)   +13 (+1)   10 The Way, Echoing Strike / Flurry of Blows, Water and Stone, Ki Pool, Rattling Fist, Shockwave Ki Barrage, Swooping Shadows, Quivering Palm, Shining Heaven Barrier V
22nd   +16   +12   +8   -   +13   +13   +13   10 Martial Arts Disciple V
23rd   +17 (+1)   +13 (+1)   +9 (+1)   -   +14 (+1)   +14 (+1)   +14 (+1)   10 Fifth Inner Gate
24th   +17   +13   +9   -   +14   +14   +14   10 Harmonious Breeze V
25th   +18 (+1)   +14 (+1)   +10 (+1)   -   +15 (+1)   +15 (+1)   +15 (+1)   10 Laughing Moonlight V, Jade Phoenix Binding II

Weapon and Armor Proficiency

Monks are proficient with Brass Knuckles, Cestus, Club, Light and Heavy Crossbows, Dagger, Handaxe, Javelin, Kama, Light Mace, Nunchaku, Quarterstaff, Sai, Short Spear, Shortsword, Shuriken, Siangham, Sling, Spear, and Temple Sword.

Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short spear, short sword, siangham, and temple sword are considered to be special Monk Weapons (see below).

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 the use of many of their abilities.

Water and Stone (Valorous Tier)

If you do not already have the Water and Stone class feature, you gain it at 21st level. See Water and Stone for details on how this works.

Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.

The Way (Valorous Tier)

If you do not already know The Way, you learn it at 21st level. See The Way for details on how this works.

Monk Special Attack Damage (Valorous Tier)

A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks. Sized-small monks can hit their enemies most sensitive spots easily. Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out!

The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class. Refer to the table below for damage dealt at this tier:

Monk Level Unarmed or Monk Weapon Damage
21st 7d8 (+ Dex & Wis mods)
22nd 8d8 (+ Dex & Wis mods)
23rd 8d8 (+ Dex & Wis mods)
24th 8d8 (+ Dex & Wis mods)
25th 9d8 (+ Dex & Wis mods)

Echoing Strike / Flurry of Blows (Valorous Tier)

If you do not already have the Echoing Strike / Flurry of Blows class feature, you gain it at 21st level. See Echoing Strike / Flurry of Blows for details on how this works.

A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.

Ki Pool (Valorous Tier)

If you do not already have the Ki Pool class feature, you gain it at 21st level. See Ki Pool for details on how this works.

Rattling Fist (Valorous Tier)

If you do not already have the Rattling Fist class feature, you gain it at 21st level. See Rattling Fist for details on how this works.

Shockwave Ki Barrage (Valorous Tier)

If you do not already have the Shockwave Ki Barrage class feature, you gain it at 21st level. See Shockwave Ki Barrage for details on how this works.

Swooping Shadows (Valorous Tier)

If you do not already have the Swooping Shadows class feature, you gain it at 21st level. See Swooping Shadows for details on how this works.

Quivering Palm (Valorous Tier)

If you do not already have the Quivering Palm class feature, you gain it at 21st level. See Quivering Palm for details on how this works.

If you already have the Quivering Palm class feature, it improves at 16th level. You can use Quivering Palm one additional time per day.

Shining Heaven Barrier V (Ex)

At 21st level, the monk learns to center the energy within themselves through meditation and a fierce willpower. As a result, they gain a +1 Training Bonus to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).

The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning). In that case, only the highest available value is used.

Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other Shining Heaven Barrier class feature you may possess. Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the Shining Heaven Barrier series) do not stack. Instead, only the highest available value is counted. Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.

You do not automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.

Martial Arts Disciple V (Ex)

At 22nd level, the monk may choose a bonus feat from the list provided below. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the re-selection process.

Feat Name Prerequisites Benefit
Adroit Defender <BAB +6, OR, Monk 6>, <Weapon Focus (Feat), OR, Unarmed Strike, Improved (Feat)>, Combat Expertise (Feat) Grant adjacent allies +2 dodge bonus to AC but you take -2 penalty to your AC
Adroit Diversion <BAB +11 OR Monk 11>, Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Divert a melee attack that could have struck an adjacent ally and take the hit yourself, instead.
Adroit Doom <BAB +16 OR Monk 16>, Adroit Diversion (Feat), Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Grant allies an attack of opportunity whenever you take damage from using Adroit Diversion (Feat)
Combat Expertise Level 1, proficient with wielded weapon Trade attack bonus for AC bonus
Combat Reflexes Level 1 Make additional attacks of opportunity each round.
Critical, Improved BAB +6, Proficient with chosen weapon Increase the threat range of one weapon
Deflect Arrows Level 1 Avoid one ranged attack per round
Dodge Level 1 +1 dodge bonus to AC
Gorgon's Fist Level 11, Unarmed Strike, Improved (Feat), Scorpion Style (Feat) Inflict Afflicted status on a foe whose speed is reduced
Improved Combat Maneuvers Level 1 +2 feat bonus to Maneuver Offense and Maneuver Defense, inflict extra damage.
Mobility Level 1, Dodge (Feat) +4 AC against attacks of opportunity from movement
Power Attack Level 1, Proficiency with your wielded weapon(s) Gain base weapon damage in exchange for a very reasonable-sounding to-hit penalty.
Quick Combat Maneuvers Level 11, Improved Combat Maneuvers (Feat) Perform Combat Maneuvers as a swift action, inflict extra damage.
Scorpion Style Level 6, Unarmed Strike, Improved (Feat) Cause your next unarmed strike to slow your target
Spring Attack BAB +6, Dodge (Feat), Mobility (Feat) Move before and after melee attack

Fifth Inner Gate (Su)

At 23rd level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:

  • The monk can spend 2 points of ki as a swift action during their turn to reduce the severity of one status condition they are currently afflicted with by one step. That is, a strong condition becomes the moderate condition on the same array. A moderate condition becomes a weak condition on the same array. A weak condition is immediately cleared. This ki ability can be used up to three times per round, assuming the monk has enough swift actions and ki points to do so.
  • The monk can spend 1 point of ki as a free action to allow them to move diagonally around a blocked corner (i.e. cut the corner), or ignore up to one space of difficult terrain. There is no limit to the number of times the monk can use this ki ability each round, other than the number of ki points the monk has available.

Harmonious Breeze V (Ex)

At 24th level, the monk's Walk speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.

You do not automatically gain any Harmonious Breeze class features of previous tiers, unless you actually took those previous tiers.

Laughing Moonlight V (Ex)

At 25th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls. Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the Laughing Moonlight class feature the monk may possess. If the fall was intentional, the monk may combine this class feature with an Acrobatics check to attempt to mitigate the fall even more.

As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked prone by the fall. However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.

If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. The monk does not automatically gain any Laughing Moonlight class features of previous tiers, unless they actually took those previous tiers.

Jade Phoenix Binding II (Ex)

If you do not already have the Jade Phoenix Binding I class feature, you gain it at 25th level. See Jade Phoenix Binding I for details on how this works.

If you already have the Jade Phoenix Binding I class feature from a previous tier of the Monk class, it improves at 25th level, instead. Instead of adding one and a half times your Monk class level to the damage of your unarmed strikes or attacks made using monk-usable weapons, you now add double your Monk class level to the damage of those attacks.

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Mythic Monk (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +18   +14   +10   -   +15   +15   +15   10 The Way, Echoing Strike / Flurry of Blows, Water and Stone, Ki Pool, Rattling Fist, Shockwave Ki Barrage, Swooping Shadows, Quivering Palm, Shining Heaven Barrier VI
27th   +19 (+1)   +15 (+1)   +11 (+1)   -   +16 (+1)   +16 (+1)   +16 (+1)   10 Martial Arts Disciple VI
28th   +19   +15   +11   -   +16   +16   +16   10 Sixth Inner Gate
29th   +20 (+1)   +16 (+1)   +12 (+1)   -   +17 (+1)   +17 (+1)   +17 (+1)   10 Harmonious Breeze VI, Koan of Winter
30th   +20   +16   +12   -   +17   +17   +17   10 Laughing Moonlight VI

Weapon and Armor Proficiency

Monks are proficient with Brass Knuckles, Cestus, Club, Light and Heavy Crossbows, Dagger, Handaxe, Javelin, Kama, Light Mace, Nunchaku, Quarterstaff, Sai, Short Spear, Shortsword, Shuriken, Siangham, Sling, Spear, and Temple Sword.

Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short spear, short sword, siangham, and temple sword are considered to be special Monk Weapons (see below).

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 the use of many of their abilities.

Water and Stone (Mythic Tier)

If you do not already have the Water and Stone class feature, you gain it at 26th level. See Water and Stone for details on how this works.

Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.

The Way (Mythic Tier)

If you do not already know The Way, you learn it at 26th level. See The Way for details on how this works.

Monk Special Attack Damage (Mythic Tier)

A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks. Sized-small monks can hit their enemies most sensitive spots easily. Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out!

The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class. Refer to the table below for damage dealt at this tier:

Monk Level Unarmed or Monk Weapon Damage
26th 9d8 (+ Dex & Wis mods)
27th 9d8 (+ Dex & Wis mods)
28th 10d8 (+ Dex & Wis mods)
29th 10d8 (+ Dex & Wis mods)
30th 10d8 (+ Dex & Wis mods)

Echoing Strike / Flurry of Blows (Mythic Tier)

If you do not already have the Echoing Strike / Flurry of Blows class feature, you gain it at 26th level. See Echoing Strike / Flurry of Blows for details on how this works.

A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.

Ki Pool (Mythic Tier)

If you do not already have the Ki Pool class feature, you gain it at 26th level. See Ki Pool for details on how this works.

Rattling Fist (Mythic Tier)

If you do not already have the Rattling Fist class feature, you gain it at 26th level. See Rattling Fist for details on how this works.

Shockwave Ki Barrage (Mythic Tier)

If you do not already have the Shockwave Ki Barrage class feature, you gain it at 26th level. See Shockwave Ki Barrage for details on how this works.

Swooping Shadows (Mythic Tier)

If you do not already have the Swooping Shadows class feature, you gain it at 26th level. See Swooping Shadows for details on how this works.

Quivering Palm (Mythic Tier)

If you do not already have the Quivering Palm class feature, you gain it at 26th level. See Quivering Palm for details on how this works.

If you already have the Quivering Palm class feature, it improves at 16th level. You can use Quivering Palm one additional time per day.

Shining Heaven Barrier VI (Ex)

At 26th level, the monk learns to center the energy within themselves through meditation and a fierce willpower. As a result, they gain a +1 Training Bonus to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).

The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning). In that case, only the highest available value is used.

Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other Shining Heaven Barrier class feature you may possess. Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the Shining Heaven Barrier series) do not stack. Instead, only the highest available value is counted. Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.

You do not automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.

Martial Arts Disciple VI (Ex)

At 27th level, the monk may choose a bonus feat from the list provided below. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the re-selection process.

Feat Name Prerequisites Benefit
Adroit Defender <BAB +6, OR, Monk 6>, <Weapon Focus (Feat), OR, Unarmed Strike, Improved (Feat)>, Combat Expertise (Feat) Grant adjacent allies +2 dodge bonus to AC but you take -2 penalty to your AC
Adroit Diversion <BAB +11 OR Monk 11>, Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Divert a melee attack that could have struck an adjacent ally and take the hit yourself, instead.
Adroit Doom <BAB +16 OR Monk 16>, Adroit Diversion (Feat), Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Grant allies an attack of opportunity whenever you take damage from using Adroit Diversion (Feat)
Combat Expertise Level 1, proficient with wielded weapon Trade attack bonus for AC bonus
Combat Reflexes Level 1 Make additional attacks of opportunity each round.
Critical, Improved BAB +6, Proficient with chosen weapon Increase the threat range of one weapon
Deflect Arrows Level 1 Avoid one ranged attack per round
Dodge Level 1 +1 dodge bonus to AC
Gorgon's Fist Level 11, Unarmed Strike, Improved (Feat), Scorpion Style (Feat) Inflict Afflicted status on a foe whose speed is reduced
Improved Combat Maneuvers Level 1 +2 feat bonus to Maneuver Offense and Maneuver Defense, inflict extra damage.
Mass Combat Maneuvers Level 26, Improved Combat Maneuvers (Feat) Perform Combat Maneuvers against multiple foes, +1 bonus on Combat Maneuvers, inflict your full melee damage.
Mobility Level 1, Dodge (Feat) +4 AC against attacks of opportunity from movement
Power Attack Level 1, Proficiency with your wielded weapon(s) Gain base weapon damage in exchange for a very reasonable-sounding to-hit penalty.
Quick Combat Maneuvers Level 11, Improved Combat Maneuvers (Feat) Perform Combat Maneuvers as a swift action, inflict extra damage.
Scorpion Style Level 6, Unarmed Strike, Improved (Feat) Cause your next unarmed strike to slow your target
Spring Attack BAB +6, Dodge (Feat), Mobility (Feat) Move before and after melee attack

Sixth Inner Gate (Su)

At 28th level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:

  • The monk can spend 1 point of ki as a swift action during their turn to Walk up to half their Walk speed without provoking attacks of opportunity. This does not count as movement for purposes of performing 5-foot steps. This use of ki can be used as many times as the monk has swift actions, assuming the monk has enough ki points to do so.
  • The monk can spend 1 point of ki as a free action during their turn to add a training bonus to all acrobatics checks they make prior to the start of their next turn equal to the number of Monk class tiers they possess (max of +7 if they have all seven tiers of the class). This ability lasts until the start of the monk's next turn, and while it is active, the monk is treated as having made a running start when performing any jump checks, even if they haven't moved prior to the jump. This use of ki can never be performed more than once per round, even with the use of action points.

Harmonious Breeze VI (Ex)

At 29th level, the monk's Walk speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.

You do not automatically gain any Harmonious Breeze class features of previous tiers, unless you actually took those previous tiers.

Koan of Winter (Ex)

At 29th level, the monk's unarmed attacks, and those attacks made with monk weapons, have their critical threat range increased by +1 (usually bringing them to a critical threat range of 19-20). The critical multiplier (usually x2) is unchanged. This bonus stacks with any other bonuses to critical threat range, such as that provided by the Improved Critical feat, or the Keen magic weapon property.

Laughing Moonlight VI (Ex)

At 30th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls. Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the Laughing Moonlight class feature the monk may possess. If the fall was intentional, the monk may combine this class feature with an Acrobatics check to attempt to mitigate the fall even more.

As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked prone by the fall. However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.

If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. The monk does not automatically gain any Laughing Moonlight class features of previous tiers, unless they actually took those previous tiers.

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Legendary Monk (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +21 (+1)   +17 (+1)   +13 (+1)   -   +18 (+1)   +18 (+1)   +18 (+1)   10 The Way, Echoing Strike / Flurry of Blows, Water and Stone, Ki Pool, Rattling Fist, Shockwave Ki Barrage, Swooping Shadows, Quivering Palm, Shining Heaven Barrier VII
32nd   +21   +17   +13   -   +18   +18   +18   10 Martial Arts Disciple VII
33rd   +22 (+1)   +18 (+1)   +14 (+1)   -   +19 (+1)   +19 (+1)   +19 (+1)   10 Seventh Inner Gate
34th   +22   +18   +14   -   +19   +19   +19   10 Harmonious Breeze VII, Five Point Exploding Palm Strike
35th   +23 (+1)   +19 (+1)   +15 (+1)   -   +20 (+1)   +20 (+1)   +20 (+1)   10 Laughing Moonlight VII

Weapon and Armor Proficiency

Monks are proficient with Brass Knuckles, Cestus, Club, Light and Heavy Crossbows, Dagger, Handaxe, Javelin, Kama, Light Mace, Nunchaku, Quarterstaff, Sai, Short Spear, Shortsword, Shuriken, Siangham, Sling, Spear, and Temple Sword.

Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short spear, short sword, siangham, and temple sword are considered to be special Monk Weapons (see below).

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 the use of many of their abilities.

Water and Stone (Legendary Tier)

If you do not already have the Water and Stone class feature, you gain it at 31st level. See Water and Stone for details on how this works.

Remember that if a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature, and instead calculate all of their to-hits, damage, and maneuver defense as normal.

The Way (Legendary Tier)

If you do not already know The Way, you learn it at 31st level. See The Way for details on how this works.

Monk Special Attack Damage (Legendary Tier)

A monk deals different damage with their unarmed strikes and monk weapons than other classes would deal with those weapons. All monks, regardless of size, do the same damage with their attacks. Sized-small monks can hit their enemies most sensitive spots easily. Sized-medium monks may hit harder but their points of impact are more spread out. It all balances out!

The monk's attacks deal an amount of damage based on their current tier of the Monk class, regardless of whether they took any previous tiers of the Monk class. Refer to the table below for damage dealt at this tier:

Monk Level Unarmed or Monk Weapon Damage
31st 11d8 (+ Dex & Wis mods)
32nd 11d8 (+ Dex & Wis mods)
33rd 11d8 (+ Dex & Wis mods)
34th 12d8 (+ Dex & Wis mods)
35th 12d8 (+ Dex & Wis mods)

Echoing Strike / Flurry of Blows (Legendary Tier)

If you do not already have the Echoing Strike / Flurry of Blows class feature, you gain it at 31st level. See Echoing Strike / Flurry of Blows for details on how this works.

A monk cannot use any weapon other than an unarmed strike or a special monk weapon to perform an Echoing Strike or a Flurry of Blows. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. In such a case, each of the monk's attack actions would only produce one attack.

Ki Pool (Legendary Tier)

If you do not already have the Ki Pool class feature, you gain it at 31st level. See Ki Pool for details on how this works.

Rattling Fist (Legendary Tier)

If you do not already have the Rattling Fist class feature, you gain it at 31st level. See Rattling Fist for details on how this works.

Shockwave Ki Barrage (Legendary Tier)

If you do not already have the Shockwave Ki Barrage class feature, you gain it at 31st level. See Shockwave Ki Barrage for details on how this works.

Swooping Shadows (Legendary Tier)

If you do not already have the Swooping Shadows class feature, you gain it at 31st level. See Swooping Shadows for details on how this works.

Quivering Palm (Legendary Tier)

If you do not already have the Quivering Palm class feature, you gain it at 31st level. See Quivering Palm for details on how this works.

If you already have the Quivering Palm class feature, it improves at 16th level. You can use Quivering Palm one additional time per day.

Shining Heaven Barrier VII (Ex)

At 31st level, the monk learns to center the energy within themselves through meditation and a fierce willpower. As a result, they gain a +1 Training Bonus to their Armor Class (AC) at all times, and 5 points of Damage Reduction versus all physical damage types (DR 5/-).

The DR provided by this class feature stacks with any other source of DR x/- (DR that protects against all physical damage types), but not with any DR that only protects against some physical damage types (e.g. DR x/bludgeoning). In that case, only the highest available value is used.

Unlike normal training bonuses, the training bonus to AC provided by this class feature stacks with the training bonus to AC from any other Shining Heaven Barrier class feature you may possess. Training bonuses to AC provided by any other source (e.g. racial traits, or class features that aren't part of the Shining Heaven Barrier series) do not stack. Instead, only the highest available value is counted. Other bonus types to AC (e.g. dodge bonuses) still stack, as usual.

You do not automatically gain any Shining Heaven Barrier class features of previous tiers, unless you actually took those previous tiers.

Martial Arts Disciple VII (Ex)

At 32nd level, the monk may choose a bonus feat from the list provided below. Unless a feat specifically states otherwise, no feat can be taken more than once. In all cases, the monk must meet the prerequisites of the feat in order to select it. Once chosen, the selection cannot be changed except through the re-selection process.

Feat Name Prerequisites Benefit
Adroit Defender <BAB +6, OR, Monk 6>, <Weapon Focus (Feat), OR, Unarmed Strike, Improved (Feat)>, Combat Expertise (Feat) Grant adjacent allies +2 dodge bonus to AC but you take -2 penalty to your AC
Adroit Diversion <BAB +11 OR Monk 11>, Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Divert a melee attack that could have struck an adjacent ally and take the hit yourself, instead.
Adroit Doom <BAB +16 OR Monk 16>, Adroit Diversion (Feat), Adroit Defender (Feat), Combat Expertise (Feat), <Unarmed Strike, Improved (Feat) OR Weapon Focus (Feat)> Grant allies an attack of opportunity whenever you take damage from using Adroit Diversion (Feat)
Combat Expertise Level 1, proficient with wielded weapon Trade attack bonus for AC bonus
Combat Reflexes Level 1 Make additional attacks of opportunity each round.
Critical, Improved BAB +6, Proficient with chosen weapon Increase the threat range of one weapon
Deflect Arrows Level 1 Avoid one ranged attack per round
Dodge Level 1 +1 dodge bonus to AC
Gorgon's Fist Level 11, Unarmed Strike, Improved (Feat), Scorpion Style (Feat) Inflict Afflicted status on a foe whose speed is reduced
Improved Combat Maneuvers Level 1 +2 feat bonus to Maneuver Offense and Maneuver Defense, inflict extra damage.
Mass Combat Maneuvers Level 26, Improved Combat Maneuvers (Feat) Perform Combat Maneuvers against multiple foes, +1 bonus on Combat Maneuvers, inflict your full melee damage.
Mobility Level 1, Dodge (Feat) +4 AC against attacks of opportunity from movement
Power Attack Level 1, Proficiency with your wielded weapon(s) Gain base weapon damage in exchange for a very reasonable-sounding to-hit penalty.
Quick Combat Maneuvers Level 11, Improved Combat Maneuvers (Feat) Perform Combat Maneuvers as a swift action, inflict extra damage.
Scorpion Style Level 6, Unarmed Strike, Improved (Feat) Cause your next unarmed strike to slow your target
Spring Attack BAB +6, Dodge (Feat), Mobility (Feat) Move before and after melee attack

Seventh Inner Gate (Su)

At 33rd level, the monk learns new ways to channel or direct the ki within their body to perform amazing and miraculous feats. They gain the ability to do the following:

  • The monk can spend 2 points of ki as an immediate action to cause an attack that just hit the monk to inflict only half damage. This halving occurs prior to applying any damage mitigation (such as DR or ER) to that damage. Furthermore, the monk can spend an additional 2 points of ki (as part of the same immediate action) to grant this same benefit to any adjacent allies (in the event that the attack hit them also). This use of ki can be used any time before the attack's damage is resolved (i.e. even after the damage is revealed, but before the damage is applied to the monk's or their allies' hit points). This use of ki does not protect the monk against any non-damaging or secondary effects of an attack, such as status conditions. This use of ki can never be performed more than once per round, even with the use of action points.
  • The monk can spend 2 points of ki as a free action during their turn to perform a bonus Echoing Strike at their highest attack value (i.e. at their full BAB). The bonus Echoing Strike must be rolled before the end of their current turn, or it is lost. This use of ki can be stacked with the bonus attack ability granted at Monk level 3 (First Inner Gate), as well as any bonus attacks granted by Haste spells or the Speed magic weapon property. This use of ki can never be performed more than once per round, even with the use of action points.

Harmonious Breeze VII (Ex)

At 34th level, the monk's Walk speed permanently increases by 10 feet. If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature.

You do not automatically gain any Harmonious Breeze class features of previous tiers, unless you actually took those previous tiers.

Five Point Exploding Palm Strike (Su)

At 34th level, the monk gains the ultimate attack. In this fearsome ability, the monk expends all five of their daily uses of Quivering Palm in a single, overwhelming, death strike. The monk performs a single melee attack against an enemy creature. If the attack hits, it inflicts damage equal to the target creature's Bloodied hit points value (half of their maximum health). However, if the target is already Bloodied when this attack is made against them, it does no damage. Timing is everything.

This attack is not a condition, so it affects creatures with roles (such as Heavies and Threats) just as effectively as it affects normal creatures.

If the monk has multi-classed, and does not possess all five daily uses of the Quivering Palm class feature, or if the monk has already used one or more of their Quivering Palm uses for the day, they can substitute one use of Quivering Palm with 8 points of ki. This means, for 40 points of ki, the monk can perform Five Point Exploding Palm Strike without using any of their daily uses of Quivering Palm. However, under no circumstances can a monk ever use Five Point Exploding Palm Strike more than once per day.

Laughing Moonlight VII (Ex)

At 35th level, the monk learns to twist, bend, and roll in mid-air to slow the rate of their falling, and reduce damage taken from falls. Any time the monk would suffer falling damage, whether from intentionally jumping, accidentally falling, or being subjected to forced movement off of a precipice of some kind, they take damage from the fall as if the distance they fell was 20 feet less than the actual distance. This distance is additive with any previous tiers of the Laughing Moonlight class feature the monk may possess. If the fall was intentional, the monk may combine this class feature with an Acrobatics check to attempt to mitigate the fall even more.

As with any falling creature, if a monk takes any damage from a fall, after any mitigation or damage reduction they have available, they are also knocked prone by the fall. However, if the monk is able to fully mitigate the falling damage, taking none, they land on their feet.

If a monk wears armor, carries a shield, or is burdened by a medium or heavier load, they lose the use of this class feature. The monk does not automatically gain any Laughing Moonlight class features of previous tiers, unless they actually took those previous tiers.

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Apotheotic Monk (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.

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Ex-Monks

A monk who moves into a Chaotic alignment loses all of their monk class features (but not weapon, armor, and shield proficiencies). They may not progress any further in levels as a monk. They regain their abilities and advancement potential if they are able to restore their alignment to non-chaotic, as appropriate.

Note: GMs are cautioned to avoid this scenario as much as is practical, providing multiple warnings to a player who continuously acts outside of their alignment before taking their monk-ly abilities away entirely. Because the loss of a character's class is so devastating, it is tantamount to making them start a new character, in many cases. While a long redemption arc of suffering and contrition can make for a really good story, make sure your player is willing to go through with that degree of suffering before forcing it upon them. In all cases, if a GM strips a monk of their class features due to some chaotic action (or actions), they should offer the player an opportunity to roll up a new character, instead of making them play the now-powerless one. (And then, much later, the GM should bring the ex-monk back as an NPC villain to torment the party. Obviously.)