“I am a Grand Master of Flowers. You are not.”
Fantasy literature’s view of the “martial artist” has about as much to do with a real martial artist as its view of salamanders has to do with real salamanders. But let’s face the facts: Monks are totally sweet. They flip out and kill people with their hands. A Monk does not practice any “real” martial art, we call those people “Fighters” – a Monk practices an entirely magical martial art that only works in areas where badgers can talk and winged horses can fly. Every Monk follows a different martial path that involves jumping super high and having glowing things coming off of their hands when they perform their super moves. Some monks use weapons, but most just use their hands and feet to devastating effect. Some Monks shout the names of their techniques in battle to demoralize their opponents, others stay aloof and silent during even the toughest of challenges.
Alignment: Monks may be of any alignment. Really. If a bar brawl breaks out, some Monks will try to break it up, other Monks will join in. Whatever.
Races: Because the martial paths of a Monk embrace all manners of comportment, from Stoic Lawfulness to Boisterous Chaos, almost every sapient race has those who take up the monk’s path. With its lack of emphasis on ranged weaponry, few of the slower races turn towards these magical combat styles, and halflings and dwarves rarely become monks. The discipline emphasizes physical strength as much as it emphasizes perceptiveness and inner strength, so orcs are as likely to become monks as Kuo-Toa are.
Starting Gold: 2d4×10 gp (50 gold)
Starting Age: As Monk.
Hit Die: d8
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Stealth (Dex), and Swim (Str).
Skills/Level: 4 + Intelligence Bonus
|1st||+1||+2||+2||+2||Armored in Life, Fatal Strike, Willow Step, Fighting Style||+4|
|2nd||+2||+3||+3||+3||Rain of Flowers, Abundant Leap||+5|
|6th||+6||+5||+5||+5||Walk of a Thousand Steps||+7|
All of the following are Class Features of the Monk class.
Weapon and Armor Proficiency: Monks are proficient with all simple weapons, as well any weapon defined as a special monk weapon, such as the sai, the nunchuka, the kama, the shuriken, and the triple staff. Monks are not proficient with any armor or shields of any kind.
Armored in Life (Su): A Monk has a special Armor bonus whenever they are not using armor or shields that he is not proficient in. This Armor Bonus applies against Touch Attacks and Incorporeal Touch Attacks, and has a value of +4. Every even numbered class level, the Armored in Life bonus increases by 1. If the Monk wears armor which he is proficient in (for example: normal clothing) that has an enhancement bonus, that enhancement bonus applies to his Armored in Life Armor Bonus.
Wilow Step (Su): A true monk does not seek to outrun the fist, but to anticipate it. If a Monk would be allowed to add his Dexterity modifier to a Reflex Save or Armor Class, he may add his Wisdom bonus (if positive) instead.
Fatal Strike (Su): A Monk has a natural weapon Slam in addition to whatever else he is capable of doing. As a natural slam attack, if he uses no other natural or manufactured weapons he adds his Strength and a half to damage and may make iterative attacks if he has sufficient BAB. If the slam is used with other weaponry, it becomes a secondary natural attack, suffers a -5 penalty to-hit, and adds only half his Strength modifier to damage. A monk’s slam attack does a base of 1d8 damage for a medium sized monk and does more or less damage as appropriate if the Monk is larger or smaller than medium size.
Fighting Style (Su): At levels 1, 3, and, 5 the Monk learns a Fighting Style. Each Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see Naming Your Fighting Style below), and provides two bonuses from the Fighting Style Abilities:
• While Active, your Fighting Style provides a +4 Dodge Bonus to AC.
• While Active, your Fighting Style provides a +4 Dodge Bonus to Saving Throws.
• While Active, your Fighting Style forces any opponent struck by your slam attack to make a Fortitude Save (DC 10 + 1/2 your character level + your Wisdom Modifier) or become stunned for one round.
• While Active, your Fighting Style allows you to make an attack of opportunity against any opponent who attacks you. This attack of opportunity must be a trip or disarm attempt. • While Active, your Fighting Style provides you with concealment.
• While Active, your Fighting Style provides a +30’ Insight Bonus to your movement rate.
• While Active, your Fighting Style allows your slam attacks to ignore hardness and DR.
• While Active, your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any weapon.
• While Active, your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution damage.
• While Active, your Fighting Style causes your slam attack to inflict slashing damage and to reduce your opponent’s movement rate by 10’ every time they suffer damage from it. This movement rate reduction can be healed like ability damage (treating 5’ of movement as 1 point of ability damage).
• While Active, your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you provoke no attacks of opportunity for your movement.
Rain of Flowers (Su): Any time a 2nd level Monk inflicts lethal damage, he may elect to inflict non-lethal damage instead. Any time a Monk inflicts non-lethal damage, he may elect to inflict lethal damage instead.
Abundant Leap (Su): At 2nd level, a Monk’s ability to jump is unbounded by his height. In addition, the DC for any jump check is divided by two.
Diamond Soul (Su): At 4th level, the Monk gains Spell Resistance equal to 5 + his character level.
Walk of a Thousand Steps: Once per day, a Monk of sixth level or higher may activate a Fighting Style and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated during this period, though their duration is normally going to be only 1 round.
Naming your Fighting Style: Roll three d10, or choose an adjective, an animal, and a noun:
|1 Running||1 Ox||1 Fist|
|2 Hungry||2 Tiger||2 Stance|
|3 Angry||3 Dragon||3 Spinning Kick|
|4 Naked||4 Crane||4 Attack|
|5 Drunken||5 Monkey||5 Technique|
|6 Fortunate||6 Turtle||6 Style|
|7 Lazy||7 Manticore||7 Dance|
|8 Swift||8 Serpent||8 Movement|
|9 Powerful||9 Hummingbird||9 Touch|
|10 Enlightened||10 Demon||10 Fu|
Feel free to add any adjectives, animals, or nouns that you want. There’s no reason that your character’s fighting style has to be called “Naked Tiger Stance” rather than “Astonished Centaur Defense”.