Monk (Unchained)

Hit Die: d10.


Skill Ranks per Level: 4 + Int modifier.


Alignment: Any lawful.


Source: Pathfinder Unchained, p. 14

Physical and mental perfection—that is the life goal of every monk. For these skilled warriors, martial prowess and mental clarity are one and the same. Capable of pummeling foes with both fist and weapon, monks are among the more versatile combatants on the battlefield. Monks are also able to harness their ki, a spiritual life force that resides within, allowing them to perform amazing acts of acrobatics and mystical skill. All of this depends on incredible discipline and focus, and monks spend their entire lives perfecting these arts.

Unchained: Much of the monk has been reworked, including its base attack bonus, Hit Die, saves, and many of its special abilities. The result is a version of the monk that not only is easier to play, but also possesses a great deal more versatility. Flurry of blows is now much simpler to use in play. Many of the higher-level abilities of the monk, such as abundant step and quivering palm, have been incorporated into the new system of ki powers. As a monk advances in level, he can select from a variety of ki powers, allowing the player to truly customize his character.

Class Skills

The monk’s class skills 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).

Class Features

Bonus Feat level 1

At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Ref lexes, Def lect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex) level 1

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.

Stunning Fist (Ex) level 1

At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Unarmed Strike (Ex) level 1

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack Classes 1 for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

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.

The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below. Small or Large Monk Natural Damage Damage Damage Level (Small Monk) (Large Monk) 1st–3rd 1d4 1d8 4th–7th 1d6 2d6 8th–11th 1d8 2d8 12th–15th 1d10 3d6 16th–19th 2d6 3d8 20th 2d8 4d8

Evasion (Ex) level 2

At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex) level 3

At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table 1–2. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su) level 3

At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to 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 lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from Table 1–2: Monk Base Attack Fort Ref Will Unarmed AC Fast Level Bonus Save Save Save Special Damage Bonus Movement 1st +1 +2 +2 +0 Bonus feat, flurry of blows (bonus attack), 1d6 +0 +0 ft.

stunning fist, unarmed strike 2nd +2 +3 +3 +0 Bonus feat, evasion 1d6 +0 +0 ft.

3rd +3 +3 +3 +1 Fast movement, ki pool, ki strike (magic) 1d6 +0 +10 ft.

4th +4 +4 +4 +1 Ki power, still mind 1d8 +1 +10 ft.

5th +5 +4 +4 +1 Purity of body, style strike (1/round) 1d8 +1 +10 ft.

6th +6/+1 +5 +5 +2 Bonus feat, ki power 1d8 +1 +20 ft.

7th +7/+2 +5 +5 +2 Ki strike (cold iron/silver) 1d8 +1 +20 ft.

8th +8/+3 +6 +6 +2 Ki power 1d10 +2 +20 ft.

9th +9/+4 +6 +6 +3 Improved evasion, style strike 1d10 +2 +30 ft.

10th +10/+5 +7 +7 +3 Bonus feat, ki power, ki strike (lawful) 1d10 +2 +30 ft.

11th +11/+6/+1 +7 +7 +3 Flurry of blows (bonus attack) 1d10 +2 +30 ft.

12th +12/+7/+2 +8 +8 +4 Ki power 2d6 +3 +40 ft.

13th +13/+8/+3 +8 +8 +4 Style strike, tongue of the sun and moon 2d6 +3 +40 ft.

14th +14/+9/+4 +9 +9 +4 Bonus feat, ki power 2d6 +3 +40 ft.

15th +15/+10/+5 +9 +9 +5 Style strike (2/round) 2d6 +3 +50 ft.

16th +16/+11/+6/+1 +10 +10 +5 Ki power, ki strike (adamantine) 2d8 +4 +50 ft.

17th +17/+12/+7/+2 +10 +10 +5 Style strike, timeless body 2d8 +4 +50 ft.

18th +18/+13/+8/+3 +11 +11 +6 Bonus feat, ki power 2d8 +4 +60 ft.

19th +19/+14/+9/+4 +11 +11 +6 Flawless mind 2d8 +4 +60 ft.

20th +20/+15/+10/+5 +12 +12 +6 Ki power, perfect self 2d10 +5 +60 ft.

flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.

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

Ki Powers (Su) level 4

At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

48 more under Ki Powers: Still Mind, Purity of Body, Style Strike, Improved Evasion, Tongue of the Sun and Moon, Timeless Body, Flawless Mind, Perfect Self, Abundant Step, Cobra Breath, Defensive Spin, Diamond Body, Diamond Mind, Diamond Resilience, Diamond Soul, Elbow Smash, Elemental Burst, Elemental Fury, Empty Body, Feather Balance, Foot Stomp, Formless Mastery, Furious Defense, Hammerblow, Head-Butt, High Jump, Insightful Wisdom, Ki Blocker, Ki Guardian, Ki Hurricane, Ki Metabolism, Ki Mount, Ki Range, Ki Visions, Ki Volley, Knockback Kick, Leg Sweep, Light Steps, One Touch, Qinggong Power, Quivering Palm, Shattering Punch, Slow Fall, Spin Kick, Sudden Speed, Water Sprint, Wholeness of Body, Wind Jump

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Weapon and Armor Proficiency

Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

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 his AC bonus, as well as his fast movement and flurry of blows abilities.