Latest News

Happy Halloween Update!

Home > Classes > Core Classes >

MonkBattle-readiness transcends the battlefield. At any moment’s notice, one may be thrust into mortal peril, away from their arms and armor and caught unawares. Some exemplary martial artists train their bodies, stamina, and minds to prepare themselves. These monks – called such even if they are not members of a monastic order due to their strict martial discipline – turn their bodies into most deadly weapons, their constitution into a deep reservoir, and their minds into serene fields of calm. The path of the monk is not for the weak, through discipline and battle can true enlightenment be found.

Role: Monks are up close, hardy combatants that can deal heavy, sustainable damage with their unarmed strikes. They are afforded many options with their blitz techniques, making them versatile, highly malleable fighters that are quite capable of filling in party role gaps.

Alignment: Any

Hit Die: d12

Starting Wealth: 1d6 × 10 gil (average 35 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Class Skills
The monk’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Points Per Level: 4 + Int modifier

Class Main Ability Scores:
The monk mainly focuses on STR/DEX for martial combat and CON for their class features.

Table: Monk

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
TypeFullGoodGoodBad
1st+1+2+2+0Bodybuilding, Flurry of Blows, Flying Kick, Martial Arts, Martial Wisdom, Limit Breaks
2nd+2+3+3+0Ascetic, Ki Pool, Monk Talent
3rd+3+3+3+1Blitz Technique, Boost (+3)
4th+4+4+4+1Martial Arts (1d6/1d8), Monk Talent, Style Flexibility (1 feat)
5th+5+4+4+1Counterstance, Zen
6th+6/+1+5+5+2Monk Talent, Boost (+4), Blitz Technique
7th+7/+2+5+5+2Flying Kick (Standard), Greased Lightning (+3 cap)
8th+8/+3+6+6+2Martial Arts (1d8/1d10), Monk Talent, Diamond Body
9th+9/+4+6+6+3Blitz Technique, Boost (+5), Style Flexibility (2 feats)
10th+10/+5+7+7+3Monk Talent, Greased Lightning (+4 cap), Formless Strikes (1/day)
11th+11/+6/+1+7+7+3Flurry of Blows (additional attack), Lifefont (+2 HP/5 ft.)
12th+12/+7/+2+8+8+4Martial Arts (1d10/2d6), Monk Talent, Blitz Technique, Boost (+6)
13th+13/+8/+3+8+8+4Flying Kick (Move), Greased Lightning (+5 cap), Reinforced Fortitude
14th+14/+9/+4+9+9+4Monk Talent, Style Flexibility (3 feats)
15th+15/+10/+5+9+9+5Blitz Technique, Boost (+7)
16th+16/+11/+6/+1+10+10+5Martial Arts (2d6/2d8), Monk Talent, Greased Lightning (+6 cap)
17th+17/+12/+7/+2+10+10+5Formless Strikes (2/day), Lifefont (+3 HP/5 ft.), Fleet Footwork
18th+18/+13/+8/+3+11+11+6Monk Talent, Blitz Technique, Boost (+8)
19th+19/+14/+9/+4+11+11+6Greased Lightning (+7 cap), Inner Strength
20th+20/+15/+10/+5+12+12+6Martial Arts (2d8/2d10), Monk Talent, Perfect Self

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency

Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which the monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling, and any weapon with the monk special weapon quality.

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, the monk loses his flurry of blows, flying kick, blitz techniques, and greased lightning abilities.

Limit Breaks (Su)

At 1st level, the monk receives the Limit Breaks (Absolute Perfection and Flawless Fists).

Body of Stone (Su): This Limit Break allows the monk to harden his body, greatly mitigating oncoming physical damage for a short period of time. For a duration of 1 round + 1 round per four monk levels attained after 1st, the monk gains DR 4/–. He gains an additional point of this type of DR every two monk levels he attains after 1st. This limit break requires only a swift action.

Flawless Fists (Su): This Limit Break allows the monk to perfectly flow his ki around his body, sharpening both mind and body to a fine edge. For a duration of 1 round + 1 round per four monk levels after 1st, the monk gains a +1 competence bonus to his attack rolls and ignores damage reduction and hardness up to his monk level when using unarmed strikes. For every four monk levels attained after 1st, he gains an additional +1 competence bonus to his attack rolls. This limit break requires only a swift action.

Bodybuilding (Ex)

At 1st level, the monk rigorously trains his body in fitness and enduring physical pain, allowing him to shrug off blows that would normally prove fatal to others. He gains an extra amount of maximum hit points equal to his monk level multiplied by his Constitution bonus (ex: a 5th level monk with a +4 Constitution modifier would have +20 to his maximum hit points as a result of this ability).

Flurry of Blows (Ex)

At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from Haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from Haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from Haste and similar effects.

Flying Kick (Ex)

At 1st level, the monk attains the ability to perform a flying kick, allowing him to assail multiple nearby enemies at once.

As a full-round action, the monk can leap at a target within half his movement speed (thereby ignoring any difficult terrain in between) and make an unarmed strike at his highest base attack bonus. Upon a successful hit, the monk may then continue this ability by entering his target’s square, allowing him to choose a new target from that location and repeat this process until he runs out of movement or eligible targets. While using this ability, the monk does not provoke attacks of opportunity, and cannot affect the same target more than once.

After the monk resolves his last successful attack with this ability, or if he misses an attack, the monk lands in the nearest open square next to his target as if he charged from his last location and receives a -2 penalty to his AC. This penalty lasts until the start of the monk’s next turn.

Starting at 7th level, this ability is usable by the monk as a standard action.

Starting at 13th level, this ability is usable by the monk as a move action once per round.

Martial Arts (Ex)

At 1st level, the monk gains Improved Unarmed Strike as a bonus feat. Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. The monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that the monk may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for the monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually the monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk also deals more damage with his unarmed strikes than a normal person would, as shown on the table below. The unarmed damage values listed on that table are for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see the following table. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Table: Martial Arts Unarmed Damage

LevelDamage (Small)Damage (Medium)Damage (Large)
1st – 3rd1d41d61d8
4th – 7th1d61d82d6
8th – 11th1d81d102d8
12th – 15th1d102d63d6
16th – 19th2d62d83d8
20th+2d82d104d8

Martial Wisdom (Ex)

At 1st level, the monk’s Wisdom score counts as 3 points higher for the purposes of meeting the prerequisites of style feats, combat feats that have a style feat listed as a prerequisite, and the Stunning Fist feat.

Ascetic (Ex)

At 2nd level, the monk endures the harshest of environmental conditions, transcending pain and discomfort. He always takes minimum damage from heat, cold, hunger/thirst, or fatigue environmental effects and does not suffer the Fatigued status effect when damage is taken from these sources.

Ki Pool (Su)

At 2nd level, a monk taps into a wellspring of supernatural energy known as ki, granting him the power to perform extraordinary feats of body and spirit through blitz techniques. The number of points in a monk’s ki pool is equal to half his monk level + his Constitution modifier. Additionally, the monk gains the Chakra blitz technique:

Chakra (Su): At 2nd level, by spending 1 point from his ki pool as a standard action, the monk is healed for an amount of damage equal to his Constitution score (not modifier) × (1 per three monk levels attained; minimum 1).

Lastly, as long as the monk has at least 1 point in his ki pool, his unarmed strikes are considered ki strikes, progressively improving as he advances in level:

  • At 2nd level, his unarmed attacks can be treated as magic weapons for the purpose of overcoming damage reduction.
  • At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
  • At 10th level, his unarmed attacks are also treated as being aligned, based upon his alignment. If the monk has an alignment that is not Neutral along either the Law-Chaos or Good-Evil axis, his unarmed attacks count as that alignment (for example, a Lawful Good monk’s unarmed attacks are counted as both Lawfully-aligned and Good-aligned). If the monk’s alignment along either axis is Neutral, he must either choose an end of that axis to count his unarmed strikes as, or he may instead retain his neutrality and count his unarmed strikes as neither alignment.
  • At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Monk Talents (Ex or Su)

As the monk gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, the monk gains one monk talent. He gains an additional monk talent for every 2 levels of monk attained after 2nd level. Unless specified otherwise, the monk cannot select an individual talent more than once.

  • A complete list of monk talents can be found here: Monk Talents

Blitz Techniques (Ex or Su)

At 3rd level and every third level thereafter, the monk can select one blitz technique. These powerful techniques employ the monk’s ki, expending 1 ki point on usage, to accomplish amazing feats of mystical power and strength. Once a blitz technique is selected, it cannot be changed later. Unless otherwise noted, a monk cannot select an individual blitz technique more than once.

Boost (Ex)

At 3rd level, the monk learns to harness the power of his strikes for a short duration. As a move action, he can increase the damage of his melee attacks by 3 for 3 rounds. This damage increases by an additional point every three levels after 3rd.

The monk can use this ability a number of times per day equal to 3 + his Constitution modifier.

Style Flexibility (Ex)

At 4th level, the monk gains the ability to deeply contemplate and refine his combat techniques, enhancing his adaptability in battle. This grants him a style feat slot which can be filled, or substituted, with a chosen style feat or a combat feat that lists a style feat as a prerequisite. Filling or substituting feats within any number of style feat slots requires one hour of uninterrupted meditation. The monk must meet all prerequisites for the chosen feat.

The monk gains an additional style feat slot at 9th and 14th levels.

Counterstance (Ex)

At 5th level, a monk gains the ability to retaliate against those who strike him.

As an immediate action, the monk can adopt a counterstance, allowing him to make an immediate counterattack with a –4 penalty against an enemy within reach who has just attacked him using an action involving an attack roll. This counterattack occurs after the enemy’s attacks have been resolved. The counterstance remains active until the start of the monk’s next turn, but it ends prematurely if the monk is knocked prone, rendered helpless, or moves after activating the stance. The monk must be able to see the incoming attacks to use this ability.

Zen (Ex)

At 5th level, the monk can enter a state of zen, allowing him to recuperate from his wounds quickly.

To enter this state, the monk must be conscious and in a seated position within a relaxed environment, free from overt distractions, such as combat raging nearby or other loud noises. For example, he could be riding in the back of a carriage and benefit from this ability, but not astride a mount of their own.

While in this state, the monk regains a number of hit points equal to his monk level per hour. Bleed effects are not healed when recovering hit points in this manner.

Greased Lightning (Ex)

At 7th level, for each two consecutive melee attacks the monk lands during his turn, he gains a stack of Greased Lightning, up to a maximum of 3 stacks. For each stack of Greased Lightning he has, he gains a +1 insight bonus to attack. All stacks of Greased Lightning are lost 1 minute after the latest one was gained, or if he is knocked prone or is otherwise rendered helpless.

At 10th level and every three levels thereafter, the maximum stacks he can hold increases by 1, to a maximum of 7 at 19th level.

Diamond Body (Ex)

At 8th level, the monk hardens his bodily defenses. He is immune to all forms of non-self-inflicted Constitution damage, drain, and penalties.

Formless Strikes (Ex)

At 10th level, the monk gains the ability to change his physical strikes into pure energy, bypassing an enemy’s defenses. As a swift action, he can convert his unarmed strike damage into non-elemental damage lasting for a number of rounds equal to half his monk level.

The monk can use this ability once a day, gaining an additional usage at 17th level.

Lifefont (Ex)

At 11th level, the monk becomes so accustomed to movement that the very act of it invigorates him. For every 5 feet of distance the monk travels, he gains +2 temporary hit points. This effect stacks with itself, allowing the monk to receive up to his monk level in temporary hit points from this ability.

At 17th level, the monk instead gains +3 temporary hit points for every 5 feet traveled.

Reinforced Fortitude (Ex)

At 13th level, if the monk makes a Fortitude save that has an effect on a successful save, he takes no effect on a successful save (i.e., “Fortitude partial” becomes “Fortitude negate”). A helpless monk does not gain the benefit of this ability.

Fleet Footwork (Ex)

At 17th level, the monk learns to deftly weave his footwork in between his strikes. The monk may take a 5 foot step with each successful strike he makes, so long as he does not exceed his speed.

Inner Strength (Ex)

At 19th level, the monk attains the ability to draw out his latent power, bolstering his defenses. As a standard action, the monk gains a source of DR/–, with this amount being equal to the monk’s Constitution bonus. This effect stacks with any existing sources of DR/–, and lasts for 1 minute.

The monk can use this ability 3 times per day.

Perfect Self (Ex)

At 20th level, the monk’s soul and body become intertwined, becoming inseparable by even supernatural means. He is immune to death effects and all forms of negative levels and energy drain.

Additionally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have monk as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

  • Aegyl: Add +1/4 point to the monk’s ki pool.
  • Au Ra: Add +1/4 to the monk’s damage with unarmed strikes.
  • Bangaa: Add +1/2 to the monk’s damage rolls when using the flying kick class feature.
  • Burmecian: Add +1/2 to the monk’s damage rolls when using the flying kick class feature.
  • Dwarf: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
  • Elvaan: Add +1/6 to gain a new monk talent.
  • Galka: Add +1 to the monk’s CMD when resisting a grapple or trip.
  • Garif: Add +1/4 point to the monk’s ki pool.
  • Gria: Add +1/3 to the monk’s CMD.
  • Half-Breed: Add +1/6 to gain a new monk talent.
  • Hume: Add +1/4 point to the monk’s ki pool.
  • Loporrit: Add +1/6 to gain a new monk talent.
  • Mithra: Add +1/2 to the monk’s damage rolls when using the flying kick class feature.
  • Moogle: Add +1/4 point to the monk’s ki pool.
  • Moomba: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
  • Palico: Add +1/6 to gain a new monk talent.
  • Seeq: Add +1/3 to the monk’s CMD.
  • Seto Lion: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five).
  • Tarutaru: Add +1 to the monk’s CMD when resisting a grapple or trip.
  • Tonkin: Add +1 to the monk’s CMD when resisting a grapple or trip.
  • Vanu Vanu: Add +1/4 point to the monk’s ki pool.
  • Varg: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five).
  • Viera: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five).
  • Yagudo: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).

Archetypes

Monk