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Game Rule Information
Abilities: Strength is the arcane monk's most important statistic as it regulates his spellcasting ability and can improve melee attacks. Wisdom provides an arcane monk with his defensive skills and dictates the efectiveness of his special abilities. Dexterity improves his armor class, an important consideration as arcane monks normally shun armor.
Alignment: Any lawful
Starting Money: 5d4 gp
Hit Die: d8
The arcane monk's class skills (and the key ability for each skill) are Alchemy (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Knowledge(arcana) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
|Base||Fort||Ref||Will||Unarmed||Spells per Day|
|1||+0||+0||+2||+2||Unarmed Strike, evasion, spells||1d4||+0||2||-||-||-||-||-||-|
|4||+3||+1||+4||+4||Purity of body, flurry of spells||1d6||+0||3||2||0||-||-||-||-|
|6||+4||+2||+5||+5||Slow fall (20 ft.)||1d6||+1||3||3||2||-||-||-||-|
|7||+5||+2||+5||+5||Leap of the clouds||1d8||+1||3||3||2||0||-||-||-|
|9||+6/+1||+3||+6||+6||Slow fall (30 ft.)||1d8||+1||3||3||3||2||-||-||-|
|10||+7/+2||+3||+7||+7||Ki strike (+1), thunderstrike||1d8||+2||3||3||3||2||0||-||-|
|12||+9/+4||+4||+8||+8||Slow fall (50 ft.)||1d10||+2||3||3||3||3||2||-||-|
|13||+9/+4||+4||+8||+8||Ki strike (+2)||1d10||+2||3||3||3||3||2||0||-|
|16||+12/+7/+2||+5||+10||+10||Ki strike (+3)||1d12||+3||4||4||4||3||3||2||0|
|18||+13/+8/+3||+6||+11||+11||Slow fall (any distance)||1d12||+3||4||4||4||4||4||3||2|
All of the following are class features of the arcane monk
Weapon and Armor Proficiency: Arcane monks gain proficiency with neither armor nor shields. They are proficient with the following weapons: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling.
While an arcane monk has no training with armor, his intuitive sense of ki energy and his intense training give him a sixth sense that allows him to dodge blows. The arcane monk adds his Wisdom bonus to his armor class. In addition, he gains an additional bonus to his AC, representing awareness and intuition. Therefore, the arcane monk does not lose these bonuses when he is caught flatfooted or would otherwise lose his Dexterity bonus to AC. If the monk is held immobile, he loses these bonuses.
While the arcane monk is trained to fight and cast spells, he suffers an arcane spell failure chance when wearing armor or carrying a shield. In addition, if he wears armor or carries a shield he loscs the AC bonus granted by his level and does not add his Wisdom bonus to his AC.
Spells: An arcane monk casts arcane spells. The monk's selection of spells is extremely limited. Like a sorcercer he gains a limited set of spells that he may cast many times per day. Rather than prepare spells, each time he casts he chooses one spell he knows to use. The arcane monk learns to cast his spells by drawing on ki energy to shape arcane effects. Loud, flashy magic such as fireball is generally beyond the capabilities of ki energy. Instead, the arcane monk focuses on spells that augment his unarmed attacks and increase his combat abilities, such as bull's strength and haste.
The arcane monk learns martial arts manuevers that replace somatic spell components with carefully designed unarmed attacks. Thus, the arcane monk may cast any touch spell as a free action in conjunction with a full-attack or attack action used to make an unarmed strike. The monk executes a quick series of strikes that hammers his foe and activates his spell. When the arcane monk uses his spells in this manner, he does not draw an attack of opportunity for spell casting.
The arcane monk may opt to use a ranged touch spell in melee. Rather than hurl the spell effect or aim it at his foe, he delivers it via melee touch attack. The arcane monk may use a free action to cast and deliver this spell as described above.
When using a melee touch attack, the arcane monk may deliver the spell with an unarmed attack. Roll to hit as normal. If the monk hits his opponent's normal AC, he delivers damage for his unarmed strike and deals the touch spell's effect. If he hits his foe's touch AC but not his normal one, the touch spell takes effect but he does not deal melee damage.
The arcane monk uses his Strength score to determine the maximum spell level he may cast, his bonus spells, and the saving throw DC necessary to resist his incantations. He must have a Strength equal to 10 + a spell's level in order to use it. The Difficulty Class for a saving throw against an arcane monk's spell is 10 + the spell's level + the arcane monk's Strength modifier. These spellcasters use their physical prowess to master and direct ki energy. Physically strong monks generate intense surges of ki power necessary to power their spells.
At some levels, the arcane monk's spells per day chart lists 0 spells rather than a dash or higher number. In this case, if the monk's Strength is high enough to grant him a bonus spell of that level, he may use that bonus spell and gains access to spells of that level.
|Arcane Monk Spells Known|
Unarmed Strike: Just like their traditional brethren, arcane monks are trained to fight unarmed. They deal more damage than normal, as shown on their advancement table. Small size monks deal one die size smaller in damage wilh their strikes. At 1st and 2nd level, such monks deal 1d3 damage. An arcane monk gains the benefits of the Improved Unarmed Strike feat and thus does not draw attacks of opportunity when he attacks.
When fighting unarmed, the arcane monk uses his fist interchangeably along with his feet, elbows, and knees. When fighting with a melee weapon, he may use either the weapon or his unarmed strike as an off-handed strike.
A monk's barehanded attacks deal normal damage rather than subdual. However, when grappling an arcane monk may choose to deal subdual rather than normal damage.
Flurry of Blows
The arcane monk may launch a rapid succession of attacks at his opponent, sacrificing accuracy for the chance to land multiple hits. The monk gains one additional attack at his best base attack bonus, but he suffers a -2 penalty to all of his attacks for the round. The arcane monk must use the full attack action to use this ability. A monk may also use flurry of blows when fighting with a kama, nunchaku, or siangham. If fighting with one weapon, he may make his extra attack with the weapon or barehanded. If fighting with two weapons, he uses one of his weapons for his normal attack(s) and his other weapon for the bonus granted by this ability. The monk uses his full Strength bonus to damage when fighting with an off-hand weapon in this manner.
Evasion: An arcane monk's sixth sense and agility allow him to avoid magical attacks and area effects. If an arcane monk succeeds at a Reflex save against an attack that normally deals half damage on a successful save he takes no damage. An arcane monk may use this ability if he wears light or no armor. Evasion counts as an extraordinary ability.
Deflect Arrows: At 2nd level, the arcane monk gains the Deflect Arrows feat even if he lacks the prerequisite Dexterity.
Still Mind: At 3rd level, the arcane monk gains a +2 bonus against spells and spell-like effects from the Enchantment school. His arduous training and meditation build up his defenses against mental compulsion and charms.
Purity of Body: At 5th level, the arcane monk's body flows with powerful ki energy that resists and destroys any diseases that attempt to infect his body. This ability does not apply to magical diseases such as mummy rot or lycanthropy.
Flurry of Spells: As part of his magical training, the arcane monk learns to hold a touch spell in his off hand while casting one on to his primary hand. At 5th level the arcane monk may hold two touch spells, one on each hand. If he has already cast a touch spell, he may cast a second one without losing the first. If for some reason the monk casts a third touch spell before discharging either spell, he must choose one of the two spells he holds to replace with the one he just cast.
Slow Fall: If an arcane monk is within arm's reach of a wall or similar structure, he can slow his descent from a fall in order to avoid damage. At 6th level, reduce the total distance he falls for purposes of determining damage by 20 ft. At 9th level this distance increases to 30 ft., while at 12th it increases to 50 ft. At 18th level, the arcane monk can fall any distance without taking damage.
Leap of the Clouds: At 7th level, the arcane monk's jumping distance is no longer limited by his height.
Thunderstrike: At 10th level, the arcane monk learns to channel a wider range of power. He may cast any spell that deals damage as an attack action, though if the spell is not delivered via touch or ranged touch attack casting the spell replaces his melee attack. However, as per the attack action he is not subject to attacks of opportunity when using his spell.
Ki Strike: At 10th level, the arcane monk learns to emit a continuous ki energy sheath around his hands, feet, elbows, and other joints he uses to strike unarmed blows. When he uses unarmed blows to attack a creature, he counts as fighting with a +1 weapon for purposes of defeating damage reduction. He does not gain an enhancement bonus to hit or damage. He may now simply injure creatures that would normally resist his attacks. At 13th level, his bare hands function as +2 weapons for purposes of defeating damage reduction. At 16th level, they count as +3 weapons for this purpose. The monk still does not gain an enhancement bonus to his attacks and damage, but he may now defeat more powerful damage reduction.
Improved Evasion: At 11th leve, an arcane monk takes half damage on a failed Reflex save. He still takes no damage on a successful one.
Arcane Strike: At 15th level, the arcane monk learns to channel his ki energy to cloak his body in a crackliing field of energy three times per day. When making an unarmed attack, he may choose to add an energy descriptor to his damage. He may select from acid, cold, electricity, fire, or sonic. When he strikes, his unarmed damage is considered to be the type he chose. The arcane monk must spend a full-round action summoning the ki energy he needs to activate this ability. During this round, he must choose the type of energy he wishes to use. For 10 + the arcane monk's Strength modifier round, his unarmed attacks deal that type of damage he selected. He gains no other benefits from this attack. For example, if a monk uses this ability to deal fire energy, a troll cannot regenerate damage it sustains form the arcane monk's attacks. However, the arcane monk cannot ignite flames with his hands or otherwise gain any other benefits from this ability. If a creature takes double damage or any other additional damage from an energy type, the monk deals the extra damage.
Perfect Self: At 20th level, an arcane monk is forevermore treated as an outsider rather than as a humanoid. Additionally, the monk gains damage reduction 20/+1. The arcane monk's body becomes infused with raw ki energy, transforming him into something more than a normal humanoid.
An arcane monk who turns to a non-lawful alignment may not gain additional levels in arcane monk, but retains the use of his arcane monk spells and abilities.
Similar to monks, arcane monks face special restriction when taking levels in other classes. If an arcane monk ever gains a level in a class other than arcane monk he may not gain any further levels in arcane monk. The arcane monk retains the use of his previously gained arcane monk abilities and spells. This restriction does not apply to prestige classes, but it does apply to the monk core class: arcane monks and monks practice talents that appears closely linked, but the philosophies behind them are vastly dissimilar.
Arcane Monk Spell List
- detect magic, disrupt undead, flare, guidance, resistance, read magic, virtue
- burning hands, chill touch, endure elements, entropic shield, expeditious retreat, inflict light wounds, mage armor, magic weapon, shield, shocking grasp, true strike
- acid arrow, aid, bull's strength, cat's grace, death knell, endurance, ghoul touch, inflict moderate wounds, invisibility, mirror image, resist elements
- contagion, haste, inflict serious wounds, keen edge, protection from elements, vampiric touch, water walk
- air walk, enervation, freedom of movement, fire shield, greater magic weapon, improved invisibility, inflict critical wounds, polymorph self, poison, shout, stoneskin
- dimension door, fly, lightning bolt, righteous might, slay living, telekinesis
- cone of cold, harm, iron body, mass haste, repulsion, Tenser's transformation