Monk

Attributes
Wisdom is used to scale the majority of the Monks abilities. Dexterity helps make up for the lack of armour, while Strength is important to a monk for improve his unarmed combat abilities.

Hit Dice: D10

Class Skills
Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal, Hide, Jump, Knowledge(History), Knowledge(Arcana), Knowledge(Religion), Move Silently, Perception, Profession, Ride, Sail, Search, Sense Motive, Survival, Swim, Tumble

Skill Points per Level: 4+ Int Modifier

Weapon and Armour Proficiency
A monk is proficient with a club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armour or shields. Using armour or a shield costsc a monk their AC bonus, speed bonus and flurry of blows.

Level Chart
Level-BAB-Fort-Ref-Will--Flurry of Blows-Unarmed Damage---AC Bonus--- Speed Bonus---Special

1st+1+2---+2--+2--- -2/-2---1d6--+0--+0ftBonus Feat, Unarmed Strike, Flurry of Blows, Meditation

2nd---+2+3---+3--+3--- -1/-1---1d6--+0--+0ftBonus Feat, Evasion

3rd+3+3---+3--+3+0/+0-1d6--+0--+10ft--Spiritual Technique(Basic)

4th+4+4---+4--+4---+1/+1--1d8--+0--+10ft--Ki Strike(Magic), Slow Fall 20ft

5th+5+4---+4--+4---+2/+2--1d8--+1--+10ft--Spiritual Technique(Basic)

6th+6+5---+5--+5---+3/+3--1d8--+1--+20ft--Bonus Feat, Slow fall 30ft

7th+7+5---+5--+5---+4/+4--1d8--+1--+20ft--Spiritual Technique(Basic)

8th+8+6---+6--+6---+5/+5/+0--1d10+1--+20ft--Bonus Feat, Slow fall 40ft

9th+9+6---+6--+6---+6/+6/+1--1d10+1--+30ft--Improved Evasion

10th--+10---+7---+7-+7---+7/+7/+2---1d10+2--+30ft--Ki Strike(Lawful), Slow Fall 50ft

11th--+11---+7---+7-+7---+8/+8/+8/+3---1d10---+2--+30ft--Spiritual Technique(Advanced), Greater Flurry

12th--+12---+8---+8-+8---+9/+9/+9/+4---2d6-+2--+40ft--Spiritual Technique(Advanced)

13th--+13---+8---+8-+8---+9/+9/+9/+4---2d6-+2--+40ft--Spiritual Technique(Advanced)

14th--+14---+9---+9-+9---+10/+10/+10/+5--2d6-+2--+40ft--Slow Fall 70ft

15th--+15---+9---+9-+9---+11/+11/+11/+6/+1--2d6-+3--+50ft--Spiritual Technique(Advanced)

16th--+16---+10-+10+10--+12/+12/+12/+7/+2-2d8-+3--+50ft--Ki Strike(Adamantium), Slow Fall 80ft

17th---+17--+10-+10+10--+12/+12/+12/+7/+2-2d8-+3--+50ft--Spiritual Technique(Advanced), Timeless Body

18th---+18--+11-+11+11--+13/+13/+13/+8/+3-2d8-+3--+60ft--Slow Fall 90ft

19th---+19--+11-+11+11--+14/+14/+14/+9/+4-2d8-+3--+60ft--Spiritual Technique(Advanced)

20th---+20--+12-+12+12--+15/+15/+15/+10/+5---2d10+4--+60ft--Perfect Self, Slow Fall any distance

Bonus Feats
At 1st, 2nd, 6th and 8th level a monk gains a bonus feat. These feats may be selected from the following list: Improved Grapple, Stunning Fist, Combat Reflexes, Deflect Arrows, Improved Disarm, Improved Trip, Swift Attacks, Unusual Style(Wisdom only). A monk does not need to meet the requirements of a feat to take it as a bonus feat in this way.

Meditation
At 1st level a monk gains access to the meditation ability. When posed a question, or a puzzle needs to be solved, a monk may elect to meditate upon it. Doing so requires a Concentration check of DC 10 + 1 for every hour spent meditating. For every hour spent meditating upon a problem a monk gains a +2 bonus to the skill check to solve the problem. Additionally, a monk may choose to meditate in place of sleep. The monk remains aware of their surroundings during this meditation, and is unable to be caught flat footed while meditating. Failing the concentration check when meditating in place of sleep results in a good nights sleep instead.

Spiritual Technique
At 3rd, 5th and 7th level a monk gains access to a basic spiritual technique. They may choose one of the following techniques:

Still Mind

Functions as written in the player handbook on page 41.

Purity of Body

Functions as written in the player handbook on page 41.

Wholeness of Body

Functions as written in the player handbook on page 42.

Elemental Strikes

A monk may choose to make attacks imbued with an element selected at the time of taking this ability. Attacks made this way are touch attacks, they do damage equal to the monks current unarmed damage and can be made at a range of up to 30 feet. The available elements are Fire, Frost, Lightning, Acid.

Advanced Spiritual Technique
At 11th, 12th, 13th, 15th, 17th and 19th level a monk gains access to an advanced spiritual technique. They may choose any basic spiritual technique, or one of the following:

Diamond Body

Functions as written in the player handbook on page 42.

Abundant Step

Functions as written in the player handbook on page 42.

Diamond Soul

Functions as written in the player handbook on page 42.

Quivering Palm

Functions as written in the player handbook on page 42.

Tongue of the Sun and Moon

Functions as written in the player handbook on page 42.

Empty Body

Functions as written in the player handbook on page 42.

Elemental Mastery

A monk with this ability has mastered their chosen element. They may add their wisdom modifier to the damage of their Elemental Strikes, as well as their strength bonus as usual. They also gain Energy Resistance 10 against their chosen element. Finally they gain a unique ability based upon their chosen element.

Fire: A monk with mastery of fire gains the ability to produce light off their body at will. The light reaches up to 60 feet, and appears as if coming from a bonfire. Additionally, their attacks gain an area of effect, hitting all enemies in a 5 foot radius around their target.

Frost: A monk with mastery of Frost gains access to the Create Water spell and the Control Water spell. They may cast both at will with a caster level equal to half their monk level. Additionally, a monk may swim at full speed, as if they were moving on land, and may act under the effects of Water Breathing, or Water Walk, at will.

Lightning: A monk with mastery of Lightning gains a flight speed equal of 60 feet per round, and gains at will access to the spell Control Winds.

Acid: A monk with mastery of Acid gains access to the Soften Earth and Stone, Stone Shape and Stone Tell spells at will. Additionally he may at will act as if under the effects of Stoneskin. Stoneskin given by this ability does not have a damage reduction cap on it.