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S-Class Monk

S-class monks blend the defensiveness of the original s-class monk with that of the unchained to become the ultimate unarmed combatant. Faster than their ordinary counterparts, these devastating ascetic warriors learn a number of ki powers automatically, freeing up their choices as they gain experience.

Role: With the right ki powers, an s-class monk can be an overwhelming damage dealer, a powerhouse defender, or a dangerous mix of the two.

Note: The s-class monk is an alternate, superior version of the unchained monk class.

Alignment: Any Lawful.

Hit Die: d10.

Starting Wealth: 1d6 × 10 gp (average 35 gp.)

Class Skills

The s-class 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)..

Skill Ranks per Level: 4 + Int modifier.

Table: S-Class Monk
Level Base Attack Bonus Fort Save Ref Save Will Save Unarmed AC Fast Special Damage Bonus Movement
1st +1 +2 +2 +2 Bonus feat, fast movement, flurry of blows (bonus attack), unarmed strike 1d6 +0 +10 ft.
2nd +2 +3 +3 +3 Bonus feat, evasion, stunning fist 1d6 +0 +10 ft.
3rd +3 +3 +3 +3 Ki pool, ki strike (magic), wholeness of body 1d6 +0 +20 ft.
4th +4 +4 +4 +4 Ki power, slow fall, still mind 1d8 +1 +20 ft.
5th +5 +4 +4 +4 High jump, purity of body, style strike (1/round) 1d8 +1 +30 ft.
6th +6/+1 +5 +5 +5 Bonus feat, ki power 1d8 +1 +30 ft.
7th +7/+2 +5 +5 +5 Ki strike (cold iron/silver), empty body 1d8 +1 +40 ft.
8th +8/+3 +6 +6 +6 Abundant step, ki power 1d10 +2 +40 ft.
9th +9/+4 +6 +6 +6 Diamond body, improved evasion, style strike 1d10 +2 +50 ft.
10th +10/+5 +7 +7 +7 Bonus feat, ki power, ki strike (lawful) 1d10 +2 +50 ft.
11th +11/+6/+1 +7 +7 +7 Flurry of blows (bonus attack) 1d10 +2 +60 ft.
12th +12/+7/+2 +8 +8 +8 Diamond soul, ki power 2d6 +3 +60 ft.
13th +13/+8/+3 +8 +8 +8 Style strike, tongue of the sun and moon 2d6 +3 +70 ft.
14th +14/+9/+4 +9 +9 +9 Bonus feat, ki power 2d6 +3 +70 ft.
15th +15/+10/+5 +9 +9 +9 Quivering palm, style strike (2/round) 2d6 +3 +80 ft.
16th +16/+11/+6/+1 +10 +10 +10 Ki power, ki strike (adamantine) 2d8 +4 +80 ft.
17th +17/+12/+7/+2 +10 +10 +10 Style strike, timeless body 2d8 +4 +90 ft.
18th +18/+13/+8/+3 +11 +11 +11 Bonus feat, ki power 2d8 +4 +90 ft.
19th +19/+14/+9/+4 +11 +11 +11 Flawless mind 2d8 +4 +100 ft.
20th +20/+15/+10/+5 +12 +12 +12 Ki power, perfect self 2d10 +5 +100 ft.

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency

S-class 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.

S-class monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, an s-class monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, an s-class monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four s-class 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.

Bonus Feats

At 1st level, 2nd level, and every 4 levels thereafter, an s-class monk can select a bonus feat. These feats must be taken from the following list: Denied 1, Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Skill God 1, and Throw Anything.

At 6th level, the following feats are added to the list: Empowered Attack 1, Go First 1, Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility, Silent Attack 1, and Still Attack 1.

At 10th level, the following feats are added to the list: Improved Critical, Maximize Attack 1, Medusa’s Wrath, Perfect Blow 1, Quicken Attack 1, Snatch Arrows, Spring Attack, and Widen Attack 1.

An s-class monk need not have any of the prerequisites normally required for these feats to select them. A summary of these feats can be found at the end of this section.

Flurry of Blows (Ex)

At 1st level, an s-class 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, an s-class 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.

Fast Movement (Ex)

At 1st level, an s-class monk gains a +10-ft. enhancement bonus to his land speed. This increases by +10 feet at 3rd level, and every odd s-class monk level thereafter. An s-class monk in armor or carrying a medium or heavy load loses this extra speed.

Evasion (Ex)

At 2nd level, an s-class monk can avoid damage from many area-of-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.

1: This is a horrifically overpowered feat. Select it at risk of angering your GM when you use it.

Stunning Fist (Ex)

At 2nd level, an s-class 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.

Ki Pool (Su)

At 3rd level, an s-class monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in an s-class monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier.

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 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 Strike (Su)

At 3rd level, As long as he has at least 1 point in his ki pool, an s-class monk can make a ki strike. Ki strike allows the monk’s 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.

Wholeness of Body (Su)

At 3rd level, an s-class monk can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 1d8 + his monk level.

Bonus Ki Powers

At 4th level and every 2 levels thereafter, a monk can select one ki power not already gained as part of his class progression (For example, the monk cannot select diamond body because he gains it at 9th level). 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.

A list of ki powers are available here.

Still Mind (Ex)

At 4th level, an s-class monk gains a +2 bonus on saving throws against enchantment spells and effects.

High Jump (Ex)

At 5th-level, an s-class monk adds his level as a bonus on all Acrobatics checks to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when attempting Acrobatics checks to jump.

By spending 1 point from his ki pool as a swift action, the monk gains a +20 bonus on Acrobatics checks to jump for 1 round.

Purity of Body (Ex)

At 5th level, an s-class monk gains immunity to all diseases, including supernatural and magical diseases.

Style Strike (Ex)

At 5th level, an s-class monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen.

At 9th level, and every 4 levels thereafter, an s-class monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made.

At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type.

An s-class monk can choose from any of the style strikes available to the unchained monk.

Empty Body (Su)

At 7th level, an s-class monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool.

Abundant Step (Su)

At 8th level, an s-class monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

Diamond Body (Ex)

At 9th level, by spending 1 point from his ki pool, an s-class monk can remove one toxin from his body as if using neutralize poison, using his monk level as his caster level.

He can remove only one poison in this way per use of this ability.

Improved Evasion (Ex)

At 9th level, an s-class monk’s evasion ability improves.

He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Diamond Soul (Ex)

At 12th level, an s-class monk can spend 2 points from his ki pool as a swift action to gain spell resistance equal to his monk level + 10. This spell resistance lasts for a number of rounds equal to the monk’s level.

Tongue of Sun and Moon (Ex)

At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Quivering Palm (Su)

At 15th level, an s-class monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 4 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll.

Creatures immune to critical hits cannot be affected.

Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds.

Thereafter, the monk can try to slay the victim at any time within a number of days equal to his monk level.

To make such an attempt, the monk merely wills the target to die (a free action); unless the target succeeds at a Fortitude saving throw (DC = 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies.

If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time.

An s-class monk can have no more than one quivering palm in effect at one time. If an s-class monk uses quivering palm while another is still in effect, the previous one is negated.

Timeless Body (Ex)

At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Flawless Mind (Ex)

At 19th level, an s-class monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.

Perfect Self (Ex)

At 20th level, an s-class monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects.

Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon.

Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Finally, 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.

Section 15: Copyright Notice

S-Class Characters: The Monk. Copyright 2021, Samurai Sheepdog Author: Kevin Glusing