Basic Character Classes I
Sections:
.Class descriptions
.Arcane archer
.Assassin
.Barbarian
.Bard
.Blackguard
.Cleric
.Druid
.Dwarven defender
.Fighter
.Loremaster
.Monk
Tables:
.The Arcane Archer
.The Assassin
.The Assassin Spells per Day
.The Barbarian
.The Bard
.Bard Spells Per Day
.Bard Spells Known
.Bardic Knowledge
.The Blackguard
.Blackguard Spells per Day
.Fallen Paladin Blackguard Abilities
.The Cleric
.Cleric Spells Per Day
.The Druid
.Druid Spells Per Day
.The Dwarven Defender
.The Fighter
.The Loremaster
.Loremaster Secrets
.The Monk
.More Monk Abilities
.Small Monk Unarmed Damage and Small Monk & Dwarf Monk Speed
Basic Character Classes I
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Class descriptions

  1. Alignment: A few classes restrict a character's possible alignments. An entry of "Any" means that characters of this class are not restricted in alignment.
  2. Hit Die: The type of Hit Die used by characters of the class determines the number of hit points gained per level.
  3. Requirements: The character must meet these requirements prior to adding this class.
  4. Class Table: This table details how a character improves as he or she gains experience levels. Class tables typically include the following:
  5. Level: The character's level in that class.
  6. Base Attack Bonus: The character's base attack bonus and number of attacks.
  7. Fort Save: The base save bonus on Fortitude saving throws. The character's Constitution modifier also applies.
  8. Ref Save: The base save bonus on Reflex saving throws. The character's Dexterity modifier also applies.
  9. Will Save: The base save bonus on Will saving throws. The character's Wisdom modifier also applies.
  10. Special: Level-dependent class abilities, each explained in the "Class Features" sections that follow.
  11. Class Skills: The number of skill points the character starts with at 1st level, the number of skill points gained each level thereafter, and the list of class skills.
  12. Class Features: Special characteristics of the class. When applicable, this section also mentions restrictions and disadvantages of the class. Class features include some or all of the following.
  13. Weapon and Armor Proficiency: Which weapons and armor types the character is proficient with.
  14. Other Features: Each class has certain unique capabilities.
  15. Ex-Members: If, for some reason, a character is forced to give up this class, these are the rules for what happens.
  16. Spells per Day: How many spells of each spell level the character can cast each day. If the entry is "-" for a given level of spells, the character may not cast any spells of that level. If the entry is "0," the character may only cast spells of that level if he or she has bonus spells. If the entry is a number, the character may cast that many spells plus any bonus spells. Bonus spells for wizards are based on Intelligence. Bonus spells for clerics, druids, paladins, and rangers are based on Wisdom. Bonus spells for sorcerers and bards are based on Charisma.
  17. A character can always choose to prepare a lower-level spell to fill a higher-level slot.

Arcane archer

The Arcane Archer
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Enchant arrow +1
2nd
+2
+3
+3
+0
Imbue arrow
3rd
+3
+3
+3
+1
Enchant arrow +2
4th
+4
+4
+4
+1
Seeker arrow
5th
+5
+4
+4
+1
Enchant arrow +3
6th
+6
+5
+5
+2
Phase arrow
7th
+7
+5
+5
+2
Enchant arrow +4
8th
+8
+6
+6
+2
Hail of arrows
9th
+9
+6
+6
+3
Enchant arrow +5
10th
+10
+7
+7
+3
Arrow of death

Assassin

The Assassin
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+0
+2
+0
Sneak attack +1d6, death attack, poison use
2nd
+1
+0
+3
+0
+1 save vs. poison, uncanny dodge (Dex bonus to AC)
3rd
+2
+1
+3
+1
Sneak attack +2d6
4th
+3
+1
+4
+1
+2 save vs. poison
5th
+3
+1
+4
+1
Sneak attack +3d6, uncanny dodge (can't be flanked)
6th
+4
+2
+5
+2
+3 save vs. poison
7th
+5
+2
+5
+2 +3
Sneak attack +4d6
8th
+6
+2
+6
+2
+4 save vs. poison
9th
+6
+3
+6
+3
Sneak attack +5d6
10th
+7
+3
+7
+3
+5 save vs. poison, uncanny dodge (+1 vs. traps)
The Assassin Spells per Day

Spells per Day
Level
1st
2nd
3rd
4th
1st
0
-
-
-
2nd
1
-
-
-
3rd
1
0
-
-
4th
1
1
-
-
5th
1
1
0
-
6th
1
1
1
-
7th
2
1
1
0
8th
2
1
1
1
9th
2
2
1
1
10th
2
2
2
1
Class Features
Assassins choose their spells from the following list:

Barbarian

The Barbarian
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Rage 1/day; fast movement
2 +2 +3 +0 +0 Uncanny dodge (Dex bonus to AC)
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Rage 2/day
5 +5 +4 +1 +1 Uncanny dodge (can't be flanked)
6 +6/+1 +5 +2 +2
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Rage 3/day
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Uncanny dodge (+1 against traps)
11 +11/+6/+1 +7 +3 +3 Damage reduction 1/-
12 +12/+7/+2 +8 +4 +4 Rage 4/day
13 +13/+8/+3 +8 +4 +4 Uncanny dodge (+2 against traps)
14 +14/+9/+4 +9 +4 +4 Damage reduction 2/-
15 +15/+10/+5 +9 +5 +5 Greater rage
16 +16/+11/+6/+1 +10 +5 +5 Rage 5/day, uncanny dodge (+3 against traps)
17 +17/+12/+7/+2 +10 +5 +5 Damage reduction 3/-
18 +18/+13/+8/+3 +11 +6 +6
19 +19/+14/+9/+4 +11 +6 +6 Uncanny dodge (+4 against traps)
20 +20/+15/+10/+5 +12 +6 +6 Rage 6/day; no longer winded after rage; damage reduction 4/-

Bard

The Bard
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Bardic music, Bardic knowledge
2 +1 +0 +3 +3
3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +3 +1 +4 +4
6 +4 +2 +5 +5
7 +5 +2 +5 +5
8 +6/+1 +2 +6 +6
9 +6/+1 +3 +6 +6
10 +7/+2 +3 +7 +7
11 +8/+3 +3 +7 +7
12 +9/+4 +4 +8 +8
13 +9/+4 +4 +8 +8
14 +10/+5 +4 +9 +9
15 +11/+6/+1 +5 +9 +9
16 +12/+7/+2 +5 +10 +10
17 +12/+7/+2 +5 +10 +10
18 +13/+8/+3 +6 +11 +11
19 +14/+9/+4 +6 +11 +11
20 +15/+10/+5 +6 +12 +12
Bard Spells Per Day

Spells per Day
Level
0
1
2
3
4
5
6
1
2
-
-
-
-
-
-
2
3
0
-
-
-
-
-
3
3
1
-
-
-
-
4
3
2
0
-
-
-
-
5
3
3
1
-
-
-
-
6
3
3
2
-
-
-
-
7
3
3
2
0
-
-
-
8
3
3
3
1
-
-
-
9
3
3
3
2
-
-
-
10
3
3
3
2
0
-
-
11
3
3
3
3
1
-
-
12
3
3
3
3
2
-
-
13
3
3
3
3
2
0
-
14
4
3
3
3
3
1
-
15
4
4
3
3
3
2
-
16
4
4
4
3
3
2
0
17
4
4
4
4
3
3
1
18
4
4
4
4
4
3
2
19
4
4
4
4
4
4
3
20
4
4
4
4
4
4
4

Bard Spells Known

Spells Known
Level
0
1
2
3
4
5
6
1
4
-
-
-
-
-
-
2
5
2* -
-
-
-
-
3
6
3
-
-
-
-
-
4
6
3
2* -
-
-
-
5
6
4
3
-
-
-
-
6
6
4
3
-
-
-
-
7
6
4
4
2* -
-
-
8
6
4
4
3
-
-
-
9
6
4
4
3
-
-
-
10
6
4
4
4
2* -
-
11
6
4
4
4
3
-
-
12
6
4
4
4
3
-
-
13
6
4
4
4
4
2* -
14
6
4
4
4
4
3
-
15
6
4
4
4
4
3
-
16
6
5
4
4
4
4
2*
17
6
5
5
4
4
4
3
18
6
5
5
5
4
4
3
19
6
5
5
5
5
4
4
20
6
5
5
5
5
5
4
*Provided the bard has sufficient Charisma to have a bonus spell of this level.
Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below.
Bardic Knowledge
DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people in the area.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.
Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

Blackguard

The Blackguard
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
0
0
Detect good, poison use
2nd
+2
+3
0
0
Dark blessing, smite good
3rd
+3
+3
+1
+1
Command undead, aura of despair
4th
+4
+4
+1
+1
Sneak attack +1d6
5th
+5
+4
+1
+1
Fiendish servant
6th
+6
+5
+2
+2

7th
+7
+5
+2
+2
Sneak attack +2d6
8th
+8
+6
+2
+2

9th
+9
+6
+3
+3

10th
+10
+7
+3
+3
Sneak attack +3d6
Blackguard Spells per Day

Spells per Day
Class Level
1st
2nd
3rd
4th
1st
0
-
-
-
2nd
1
-
-
-
3rd
1
0
-
-
4th
1
1
-
-
5th
1
1
0
-
6th
1
1
1
-
7th
2
1
1
0
8th
2
1
1
1
9th
2
2
1
1
10th
2
2
2
1
Fallen Paladins
Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains.
Fallen Paladin Blackguard Abilities
Paladin Levels
Extra Ability
1-2:
Smite good once per day. (This is in addition to the ability granted to all blackguards at 2nd level, so that a fallen paladin blackguard can smite good a total of twice per day.)
3-4:
Lay on hands. Once per day, the blackguard can cure himself of damage equal to his Charisma bonus times his level. The blackguard can only cure himself or his fiendish servant with this spell-like ability.
5-6:
Sneak attack damage increased by +1d6.
7-8:
Fiendish summoning. Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguard's class level.
9-10:
Undead companion. In addition to the fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton or zombie as a companion. This companion cannot be turned or rebuked by another and gains all special bonuses as a fiendish servant when the blackguard gains levels.
11+:
Favored of the dark deities. Evil deities like nothing more than to see a pure heart corrupted, and thus a fallen paladin of this stature immediately gains a blackguard level for each level of paladin he trades in. For example, a character who has twelve levels of paladin can immediately become a 10th-level blackguard with all abilities if he chooses to lose ten levels of paladin. The character level of the character does not change. This, of course, is in every way a profitable trade for the evil character, since he has already lost most of the benefits he gained from having those paladin levels. However, with the loss of paladin levels, the character no longer gains extra abilities found on this table. Thus, a fallen paladin of 15th level could become a 10th- level blackguard/5th-level paladin with the first three extra abilities on this chart because of those five levels of paladin.

Cleric

The Cleric
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +2 +0 +2 Turn or rebuke undead
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
Cleric Spells Per Day
------------------ Spells per Day*---------------------
Level 0 1 2 3 4 5 6 7 8 9
1 3 1+1 - - - - - - - -
2 4 2+1 - - - - - - - -
3 4 2+1 1+1 - - - - - - -
4 5 3+1 2+1 - - - - - - -
5 5 3+1 2+1 1+1 - - - - - -
6 5 3+1 3+1 2+1 - - - - - -
7 6 4+1 3+1 2+1 1+1 - - - - -
8 6 4+1 3+1 3+1 2+1 - - - - -
9 6 4+1 4+1 3+1 2+1 1+1 - - - -
10 6 4+1 4+1 3+1 3+1 2+1 - - - -
11 6 5+1 4+1 4+1 3+1 2+1 1+1 - - -
12 6 5+1 4+1 4+1 3+1 3+1 2+1 - - -
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 - -
15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 -
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 -
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
*In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom.
Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.

Druid

The Druid
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 0 +2 +0 +2 Nature sense, Animal companion
2 +1 +3 +0 +3 Woodland stride
3 +2 +3 +1 +3 Trackless step
4 +3 +4 +1 +4 Resist nature's lure
5 +3 +4 +1 +4 Wild shape (1/day)
6 +4 +5 +2 +5 Wild shape (2/day)
7 +5 +5 +2 +5 Wild shape (3/day)
8 +6/+1 +6 +2 +6 Wild shape (Large)
9 +6/+1 +6 +3 +6 Venom immunity
10 +7/+2 +7 +3 +7 Wild shape (4/day)
11 +8/+3 +7 +3 +7 Wild shape (Tiny)
12 +9/+4 +8 +4 +8 Wild shape (dire)
13 +9/+4 +8 +4 +8 A thousand faces
14 +10/+5 +9 +4 +9 Wild shape (5/day)
15 +11/+6/+1 +9 +5 +9 Wild shape (Huge), Timeless body
16 +12/+7/+2 +10 +5 +10 - ( Wild shape elemental 1/day)
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 - ( Wild shape 6/day, elemental 3/day)
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
Druid Spells Per Day
------------------Spells per Day-----------------------
Level 0 1 2 3 4 5 6 7 8 9
1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 4 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4
A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.)

Dwarven defender

The Dwarven Defender
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
AC Bonus
Special
1st
+1
+2
+0
+2
+1
Defensive stance 1/day
2nd
+2
+3
+0
+3
+1
Defensive awareness (Dex bonus to AC)
3rd
+3
+3
+1
+3
+1
Defensive stance 2/day
4th
+4
+4
+1
+4
+2

5th
+5
+4
+1
+4
+2
Defensive stance 3/day
6th
+6
+5
+2
+5
+2
Damage reduction (3), defensive awareness (can't be flanked)
7th
+7
+5
+2
+5
+3
Defensive stance 4/day
8th
+8
+6
+2
+6
+3

9th
+9
+6
+3
+6
+3
Defensive stance 5/day
10th
+10
+7
+3
+7
+4
Damage reduction (6), defensive awareness (+1 vs. traps)

Fighter

The Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +2 +0 +0 Bonus feat
2 +2 +3 +0 +0 Bonus feat
3 +3 +3 +1 +1
4 +4 +4 +1 +1 Bonus feat
5 +5 +4 +1 +1
6 +6/+1 +5 +2 +2 Bonus feat
7 +7/+2 +5 +2 +2
8 +8/+3 +6 +2 +2 Bonus feat
9 +9/+4 +6 +3 +3
10 +10/+5 +7 +3 +3 Bonus feat
11 +11/+6/+1 +7 +3 +3
12 +12/+7/+2 +8 +4 +4 Bonus feat
13 +13/+8/+3 +8 +4 +4
14 +14/+9/+4 +9 +4 +4 Bonus feat
15 +15/+10/+5 +9 +5 +5
16 +16/+11/+6/+1 +10 +5 +5 Bonus feat
17 +17/+12/+7/+2 +10 +5 +5
18 +18/+13/+8/+3 +11 +6 +6 Bonus feat
19 +19/+14/+9/+4 +11 +6 +6
20 +20/+15/+10/+5 +12 +6 +6 Bonus feat
Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st-level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two- Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*, Weapon Specialization*.
Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.
Weapon Specialization: On achieving 4th level or higher, as a feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.

Loremaster

The Loremaster
Base Class Level
Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting
1st
+0
+0
+0
+2
Secret
+1 level of existing class
2nd
+1
+0
+0
+3
Lore
+1 level of existing class
3rd
+1
+1
+1
+3
Secret
+1 level of existing class
4th
+2
+1
+1
+4
Bonus language
+1 level of existing class
5th
+2
+1
+1
+4
Secret
+1 level of existing class
6th
+3
+2
+2
+5
Greater lore
+1 level of existing class
7th
+3
+2
+2
+5
Secret
+1 level of existing class
8th
+4
+2
+2
+6
Bonus language
+1 level of existing class
9th
+4
+3
+3
+6
Secret
+1 level of existing class
10th
+5
+3
+3
+7
True lore
+1 level of existing class
Loremaster Secrets
Level + Int Modifier
Secret
Effect
1
Instant mastery
4 ranks of a skill in which the character has no ranks
2
Secret health
+3 hit points
3
Secrets of inner strength
+1 bonus to Will saves
4
The lore of true stamina
+1 bonus to Fortitude saves
5
Secret knowledge
+1 bonus to Reflex saves of avoidance
6
Weapon trick
+1 bonus to attack rolls
7
Dodge trick
+1 dodge bonus to AC
8
Applicable knowledge
Any one feat
9
Newfound arcana
1 bonus 1st-level spell*
10
More newfound arcana
1 bonus 2nd-level spell*
*As if gained through having a high ability score.

Monk

Weapon and Armor Proficiency: Monks are proficient with basic peasant weapons and special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and sling.
A monk using a kama, nunchaku, or siangham can strike with his or her unarmed base attack, including her more favorable number of attacks per round (see below). His or her damage, however, is standard for the weapon (1d6, crit X2), not his or her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack.
A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when he or she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.)
When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes.
The Monk
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 0 +2 +2 +2 Unarmed Strike, stunning attack, evasion
2 +1 +3 +3 +3 Deflect Arrows feat
3 +2 +3 +3 +3 Still mind
4 +3 +4 +4 +4 Slow fall (20 ft.)
5 +3 +4 +4 +4 Purity of body
6 +4 +5 +5 +5 Slow fall (30 ft.), Improved Trip feat
7 +5 +5 +5 +5 Wholeness of body, Leap of the clouds
8 +6/+1 +6 +6 +6 Slow fall (50 ft.)
9 +6/+1 +6 +6 +6 Improved evasion
10 +7/+2 +7 +7 +7 Ki strike (+1)
11 +8/+3 +7 +7 +7 Diamond body
12 +9/+4 +8 +8 +8 Abundant step
13 +9/+4 +8 +8 +8 Diamond soul, ki strike (+2)
14 +10/+5 +9 +9 +9
15 +11/+6/+1 +9 +9 +9 Quivering palm
16 +12/+7/+2 +10 +10 +10 Ki strike (+3)
17 +12/+7/+2 +10 +10 +10 Timeless body, Tongue of the sun and moon
18 +13/+8/+3 +11 +11 +11 Slow fall (any distance)
19 +14/+9/+4 +11 +11 +11 Empty body
20 +15/+10/+5 +12 +12 +12 Perfect self
More Monk Abilities
Level Unarmed Attack Bonus Unarmed Damage* AC Bonus Unarmored Speed**
1 +0 1d6 +0 30 ft.
2 +1 1d6 +0 30 ft.
3 +2 1d6 +0 40 ft.
4 +3 1d8 +0 40 ft.
5 +3 1d8 +1 40 ft.
6 +4/+1 1d8 +1 50 ft.
7 +5/+2 1d8 +1 50 ft.
8 +6/+3 1d10 +1 50 ft.
9 +6/+3 1d10 +1 60 ft.
10 +7/+4/+1 1d10 +2 60 ft.
11 +8/+5/+2 1d10 +2 60 ft.
12 +9/+6/+3 1d12 +2 70 ft.
13 +9/+6/+3 1d12 +2 70 ft.
14 +10/+7/+4/+1 1d12 +2 70 ft.
15 +11/+8/+5/+2 1d12 +3 80 ft.
16 +12/+9/+6/+3 1d20 +3 80 ft.
17 +12/+9/+6/+3 1d20 +3 80 ft.
18 +13/+10/+7/+4/+1 1d20 +3 90 ft.
19 +14/+11/+8/+5/+2 1d20 +3 90 ft.
20 +15/+12/+9/+6/+3 1d20 +4 90 ft.
*Small monks deal less damage.
**Small and dwarven monks are slower.
Small Monk Unarmed Damage and Small Monk & Dwarf Monk Speed
Level Damage Speed
1-2 1d4 20 ft.
3 1d4 25 ft.
4-5 1d6 25 ft.
6-7 1d6 35 ft.
8 1d8 35 ft.
9-11 1d8 40 ft.
12-14 1d10 45 ft.
15 1d10 55 ft.
16-17 2d6 55 ft.
18-20 2d6 60 ft.