Curiosities and Acquisitions
Monk Class Feature Descriptions
All of the following are class features of the monk:
New Bonus Action When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven’t already taken a Bonus Action this turn.
Weapon and Armor Proficiency (Ex): Monks may be proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk can become proficient are club, crossbow (light or heavy), dagger, hand-axe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields—in fact, many of the monk’s special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a bonus of 1 to AC at 4th level. This bonus increases by 1 for every four monk levels thereafter (+2 at 8th, +3 at 12th, and +4 at 16th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Fast Movement (Ex): A monk’s movement speed increases by 1" for each experience level earned. This is reflected in the movement column in the monk features table. A monk carrying a medium or heavy load loses this extra speed.
Wholeness of Body (Su): A monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Unarmed Strike (Ex): Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as the magic fang and magic weapon spells).
A monk also deals more damage with her unarmed strikes than a normal person would. This damage improves with the monk’s level as indicated on the table of features.
Evasion (Ex): A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.
Ritual of body (Su): At 3rd level a monk can heal the wounds of others. Similar to Wholeness of body She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are able to hit monsters that require a +1 weapon “to hit”. ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are able to hit monsters that require a +2 weapon to hit. At 16th level, her unarmed attacks are able to hit monsters that require a +3 weapon to hit.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Flurry of Blows (Ex): At 7th level, when unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired.
When a monk reaches 15th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack.
Improved Evasion (Ex): At 8th level, a monk’s evasion ability improves. She still takes no damage on a successful saving throw against attacks such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Diamond Body (Su): At 9th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.
Diamond Soul (Ex): At 11th level, a monk gains spell resistance equal to her current monk level + 10%.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Soul of Elements (??): At 13th level or higher, a monk gains the ability to adapt his body to a hostile environment. The change must be in response to a specific surrounding such as water, acid, extreme heat, extreme cold, an elemental plane, etc. The monk can maintain this ability for one turn per level plus 1d12.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a saving throw it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Ki Body Control (Su): At 20th level, a monk’s ki is so strong and the monk is so familiar with his body that he is able to control the flow of blood through his own body. As a result, he suffers 1d6 fewer hit points of damage from each attack against him that causes physical injury. Second, by flooding key portions of his body with blood, the monk effectively cushions blows against him and reduces their effect. The character’s armor class is reduced by one.
Extraordinary abilities, though they may break the laws of physics, are nonmagical, don’t become ineffective in an antimagic field, are not subject to any effect that disrupts magic, and they generally do not provoke attacks of opportunity. They are, however, not something that just anyone can do or even learn to do without extensive training. Using an extraordinary ability is a free action unless otherwise noted.
By default, supernatural abilities are magical and go away in an antimagic field.
Supernatural abilities are not subject to spell resistance. Supernatural abilities cannot be dispelled and are not subject to counterspells. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is 10 + 1/2 the creature’s HD + the creature’s ability modifier (usually Charisma).
Spell-Like Abilities (Sp)
Usually, a spell-like ability works just like the spell of that name.
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.
A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell:
Using a spell-like ability while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated.