Master (Human Monk 15)

Master CR 14

XP 38,400
Human monk 15
LN Medium humanoid
Init +3; Senses Perception +23


AC 25, touch 24, flat-footed 22 (+1 armor, +1 deflection, +3 Dex, +5 monk, +5 Wis)
hp 112 (15d8+45)
Fort +12, Ref +13, Will +15; +2 vs. enchantment
Defensive Abilities improved evasion; Immune disease, poison; SR 25


Speed 80 ft.
Melee unarmed +15/+10/+5 (2d10+3/19–20 plus 1d6 electricity) or unarmed flurry of blows +17/+17/+12/+12/+7/+7 (2d10+3/19–20 plus 1d6 electricity) or kama +14/+9/+4 (1d6+3) or kama flurry of blows +16/+16/+11/+11/+6/+6 (1d6+3)
Ranged +1 sling +15 (1d4+4)
Special Attacks flurry of blows, quivering palm (DC 22), stunning fist (16/day, DC 22, fatigued, sickened, staggered)


Str 17, Dex 16, Con 14, Int 10, Wis 20, Cha 8
Base Atk +11; CMB +18 (+22 to trip); CMD 38 (40 vs. trip)
Feats Gorgon’s Fist, Greater Trip, Improved Critical (unarmed strike), Improved Trip, Improved Unarmed Strike, Improved Vital Strike, Lunge, Medusa’s Wrath, Power Attack, Scorpion Style, Skill Focus (Acrobatics), Snatch Arrows, Spring Attack, Stunning Fist, Vital Strike, Weapon Focus (unarmed strike)
Skills Acrobatics +25 (+60 jump), Climb +10, Escape Artist +10, Heal +10, Knowledge (history) +5, Knowledge (religion) +5, Perception +23, Profession (gardener) +10, Sense Motive +20, Stealth +20, Survival +6, Swim +10
Languages Common
SQ abundant step, fast movement, high jump, ki pool (12 points, lawful, magic), maneuver training, slow fall 70 ft., wholeness of body
Combat Gear oil of align weapon (2), potion of cure light wounds (2) Other Gear kama, +1 sling with 10 bullets, amulet of mighty fists (shock), belt of physical perfection +2, bracers of armor +1, cloak of resistance +1, headband of inspired wisdom +2, monk’s robe, ring of protection +1
Boon Masters can lend their own and their school’s reputation to the PCs, granting a +2 bonus for 1 month on Leadership checks to attract followers or to attract a monk cohort.


Masters are the undisputed champions of unarmed combat, able to focus their inner strength into a single devastating blow or a barrage of attacks that leave their enemies dazed and reeling. A master can be a unique arena champion or an emissary from a distant empire. Masters may travel with a cohort of 10 battle monks from their academy (CR 16).

Section 15: Copyright Notice

Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

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