The Dungeonomicon Monk
"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: 2d4x10 gp (50 gold)
Starting Age: As Monk.
Hit Die: d8
Class Skills: The Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (all skills individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skills/Level: 4 + Intelligence Bonus
BAB: Good (1/1), Saves: Fort: Good; Reflex: Good; Will: Good
Level, Benefit
1 Armored in Life, Fatal Strike, Willow Step, Fighting Style
2 Rain of Flowers, Abundant Leap
3 Fighting Style
4 Diamond Soul
5 Fighting Style
6 Walk of a Thousand Steps
7 Fighting Style
8 Immaculate Diamond Soul
9 Master Fighting Style
10 Leap of the Clouds
11 Master Fighting Style
12 Master of the Four Winds
13 Master Fighting Style
14 Master of the Four Seasons
15 Grand Master Fighting Style
16 Master of Diamond Soul
17 Grand Master Fighting Style
18 Perfect Mastery
19 Grand Master Fighting Style
20 Grand Master of Flowers
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, 5, and 7, 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:
- 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 + ½ 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.
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. At 8th level, his soul becomes immaculate and his Spell Resistance improves to 10 + character level, and at 16th level he masters his diamond soul and his spell resistance improves to 15 + 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.
Master Fighting Style (Su): At levels 9, 11, and 13, the Monk learns a Master Fighting Style. Each Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Master Fighting Style must have a name (see Naming Your Fighting Style below), and provides two bonuses from the Master Fighting Style Abilities. When a Monk gains a new Master Fighting Style, he may replace one of his Fighting Styles with a different Fighting Style.
- Master Fighting Style Abilities:
- While Active, your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a free action usable once per round.
- While Active, your Master Fighting Style provides total concealment.
- While Active, your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage.
- While Active, your Master Fighting Style affects any creature struck with your slam attack with a banishment effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + ½ character level + Wisdom Modifier). Outsiders suffer a -4 penalty to their saving throw. A creature so banished, may not return to the plane it was banished from for a year.
- While Active, your Master Fighting Style forces any creature struck by your slam attack to make a Reflex Save (DC 10 + ½ character level + Wisdom Modifier) or be helpless for one round.
- While Active, your Master Fighting Style provides you the effect of an air walk spell, and gives you a +20' Competence bonus to your speed.
- While Active, your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis, with a caster level equal to your character level. There is no saving throw against this effect.
- While Active, your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. The fire can be shot out to medium range, requires a ranged touch attack, and inflicts 1d6 of fire damage per character level if it hits.
- While Active, your Master Fighting Style causes your slam attack to inflict vile damage.
- While Active, your Master Fighting Style forces every creature within 10 feet of you to make a Will save (DC 10 + ½ character level + Wisdom Modifier) or become panicked for one minute.
- While Active, your Master Fighting Style affects any target you strike with your slam attack with a targeted version greater dispelling with a caster level equal to your character level.
- While Active, your Master Fighting Style causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. You are immune to Sonic damage while your Master Fighting Style is active.
- Instead of gaining a Master Fighting Style Ability, you may choose two regular Fighting Style Abilties.
Master of the Four Winds (Su): The Monk's breath of life is carried on the winds of fate. At 12th level, if the monk is restored to life, he doesn't lose a level for doing so.
Master of the Four Seasons: Time passes relentlessly in the world, but for a monk of 14th level, the change of seasons is as no change at all. He no longer appears to age, never accumulates any additional penalties for growing older and will never die of old age.
Grand Master Fighting Style (Su): At levels 15, 17, and 19, the Monk learns a Grand Master Fighting Style. Each Grand Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style below), and provides two bonuses from the Grand Master Fighting Style Abilities. When a Monk gains a new Grand Master Fighting Style, he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type.
- Grand Master Fighting Style Abilities:
- While Active, your Grand Master Fighting Style makes you and everything you are carrying incorporeal, your slam attacks are incorporeal touch attacks.
- While Active, your Grand Master Fighting Style slows down time to the point where you can act twice each round, you do not gain an extra Swift Action during your extra actions.
- While Active, your Grand Master Fighting Style allows you to punch a hole through space and time, allowing you to open a travel version of gate with a slam attack.
- While Active, your Grand Master Fighting Style prevents all [Teleport] effects from entering or exiting within 1 mile of your location.
- While Active, your Grand Master Fighting Style causes your slam attacks to reduce the spell resistance of enemies by an equal amount to the damage the slam attack inflicts.
- While Active, your Grand Master Fighting Style forces every creature struck with your slam attack to make a Fortitude save (DC 10 + ½ character level + Wisdom Modifier) or die.
- While Active, your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect, with a caster level equal to your character level.
- While Active, your Grand Master Fighting Style causes you to regenerate. You recover a number of points of nonlethal damage each round equal to your character level. Unarmed or Slam attacks inflict regular damage.
- While Active, your Grand Master Fighting Style forces any opponent you strike with your slam attack to make a Willpower save (DC 10 + ½ character level + Wisdom Modifier) or become feeble minded.
- While Active, your Grand Master Fighting Style affects every target you strike with a slam attack with the violent thrust version of telekinesis, with a caster level equal to your character level. There is no saving throw against this effect.
- Instead of gaining a Grand Master Fighting Style Ability, you may choose two Master Fighting Style Abilties.
Grand Master of Flowers: At 20th level, the Monk becomes an Outsider, and immortal of legend. He gains the augmented subtype of his previous type, and has Damage Reduction of 20/Epic.
Naming your Fighting Style: Roll a d10, or choose an adjective, an animal, and a noun:
Adjective Chart:
- Running
- Hungry
- Angry
- Naked
- Drunken
- Fortunate
- Lazy
- Swift
- Powerful
- Enlightened
- Ox
- Tiger
- Dragon
- Crane
- Monkey
- Turtle
- Manticore
- Serpent
- Hummingbird
- Demon
- Fist
- Stance
- Spinning Kick
- Attack
- Technique
- Style
- Dance
- Movement
- Touch
- Fu
- Note from the authors: 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".
The Finished Styles List
* While Active, your Fighting Style grants a +4 enhancement bonus to any one physical attribute, chosen when you gain the stance, of your choice. The attribute affected cannot be changed once chosen.
* While Active, your Fighting Style grants you Damage Reduction 1/-. This damage reduction increases by 1 for every 2 levels of Monk you have.
* While Active, your Fighting Style allows you to act as if you had the "Whirlwind Attack" feat
* While Active, your Fighting Style grants you the ability to take any movement you make across liquids (such as water), or up vertical surfaces (such as walls or cliffsides) as long as you end on a solid horizontal surface. If you end your turn on a liquid you sink and if you end on a vertical surface you fall. Finally any falling damage you take while in this stance is halved.
* While Active, your Fighting Style causes your slam attack to inflict bludgeoning damage and to inflict 2 points of Dexterity damage.
* While Active, your Fighting Style allows you to count as one size larger for the purposes of reach, trips, grapple attempts, disarms, and bull rush attempts.
* While Active, your Fighting Style allows your slam attack to count as a magic weapon with an enhancement bonus of +1, this increases to +2 at 5th level, +3 at 10th, +4 at 15, and +5 at 20th
* While Active, your Fighting Style allows you to toss powerful energies at your opponents. You may count this energy as fire, cold, acid, or electric damage but you must choose the type at the time you first gain the style. As a standard action this energy may be projected out to close range (using your monk level as your caster level), requires a ranged attack, and deals 1d8 damage per 2 caster levels
* While Active, your Fighting Style allows you to deal an additional 1+1/2 Monk levels on a successful slam attack
* While Active, your Fighting Style causes anyone you strike with your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or count as Blind for one round
*While Active, your Fighting Style causes anyone struck by your slam attack to make a grapple check (DC 10 + your grapple modifier) or be moved 5 feet + an additional 5 feet for every 4 levels of Monk you have in any direction you choose
*While Active, your Fighting Style causes anyone struck by your slam attack to make a grapple check (DC 10 + your grapple modifier) or fall prone
*While Active, your Fighting Style grants you an additional slam attack at your highest base attack bonus
*While Active, your Fighting Style grants you the Pounce ability
MASTER FIGHTING STYLES
* While Active, your Master Fighting Style grants you a +4 bonus to any attribute.
* While Active, your Master Fighting Style allows you to act as if affected by a Haste spell
* While Active, your Master Fighting Style forces any creature struck by your slam attack to make a Fortitude Save (DC 10 + ½ character level + Wisdom Modifier) or be effected by a Contagion spell.
* While Active, your Master Fighting Style allows you to act as if affected by the Invisibility spell.
* While Active your Master Fighting Style grants you 1d6 sneak attack + an additional 1d6 sneak attack for every 4 levels of Monk you have
GRAND MASTER FIGHTING STYLES
None Yet
The "Unfinished" Syles List
* While Active, your Fighting Style grants you the Scent ability and Blindsense out to 30 feet
MASTER FIGHTING STYLES
* While Active, your Master Fighting Style gives you a fly speed of 30 feet with perfect maneuverability
* While Active your Master Fighting Style allows you to re-roll any roll you make as a free action usable once per round
* While Active your Master Fighting Style allows you to send shock waves through the earth and use "Wall of Stone" as the spell, with a caster level equal to your Monk level. Any walls created have a duration of Concentration+1 rounds. (See Bottom)
*Your Master Fighting Style allows you to project the damage and effects of your slam attack in 60' line as a standard action.
GRAND MASTER FIGHTING STYLES
* While Active, your Grand Master Fighting Style gives you superhuman awareness of your surroundings, allowing you to act as if under the effect of a Foresight spell
* While Active, your Grand Master Fighting Style allows you to draw energy from the earth and turn your flesh into living iron. As long as your style is active you act as if under the effect of the Iron Body spell
* While Active, your Grand Master Fighting Style allows you to launch destructive elemental energies at your opponents. You may count this energy as fire, cold, acid, or electric damage but you must choose the type at the time you first gain the style. The energy may be projected out to medium range (using your monk level as your caster level), and forces everyone in a 30 foot radius to make a Ref save (DC 10 + ½ character level + Wisdom Modifier) or become prone and take 1d6 per level damage. A creature who successful saves halves the damage and ignores the prone condition.
* While Active your Grand Master Fighting Style allows you to use a standard action to make a single melee attack. If this attack succeeds the creature struck must make a Will Save (DC 10 + ½ your character level + your Wisdom Modifier) or be affected as if by the Imprisonment spell, and like the spell the creature does recieve the -4 to it's save if it's name and some facts about it's life are known by you.
*This style idea fascinates me, how does everyone feel about it. I'd like to see it moved to the confirmed list.

NOTE: In addition to making new styles a few of us have begun making Monk specific tactical feats, which we call "School Feats" that gives a character playing a Monk the ability to show and define the kind of Monk he wants to play. Here they are, with more to come.
School Feats
Prerequisite: Armored in Life class feature, Wis 13, BAB+6
Spit Poison: You may take a standard action to make a ranged touch attack as if with an improvised weapon. If this attack hits your opponent must make a Fortitude Save (DC 10 + ½ your character level + your Constitution Modifier) or be Blind for 1d4 rounds.
Fang Strike Technique: You gain a new Fighting Style that grants you the ability to deal piercing damage and force anyone struck by your slam attack to make a Fortitude Save (DC 10 + ½ your character level + your Wisdom Modifier) or suffer 4 points of Constitution Damage.
Shed Skin: Once per day if you become stunned, petrified or paralyzed you may remove the condition at the end of your turn.
Way of the Flaming Fist (Tactical)
Prerequisite: Armored in Life class feature, BAB+6
Fists Afire: You may opt to deal any of your slam attack damage as fire damage.
Fuel the Fire: You may take 1d6 damage a turn to deal an additional 2d6 fire damage to any target you strike with a slam attack that turn.
Inferno: You gain a Fighting Style that grants you the ability to light your body aflame, concealing you within the smoke and damaging those who come too close. While in this Stance you gain concealment and any creature that strikes you or shares your space take 1d6 fire damage for every 2 character levels you have, with a Reflex save (DC 10+1/2 level+Wisdom Modifier) for half damage.
Cheetah School Monk (Tactical)
Prerequisite: Armored in Life class feature, Run
Claws: You may opt to count your slam attacks as claw attacks which can deal slashing or piercing damage.
Skulk: Any Hide or Move Silently checks you make while in a Fighting Style, Master Fighting Style, or Grand Master Fighting Style that increases your movement gains a +2 bonus
Velocitous Sprint Technique: You gain a Fighting Style that grants a +60 insight bonus to movement. In addition when making a charge in this stance you may move up to 4 times your speed before the attack, as opposed to 2 times your normal speed.