Here my attempt at a Monk class. Thoughts would be appreciated. Hopefully the chart can be read with out much of aproblem but I'm not the best when it comes to tables in bbcode.
The Monk
Hit Dice d8
Class Skills The Monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (alchemy) (Int), Craft (herbalism) (Int), Craft (any mundane) (Int), Decipher Script (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcane) (Int) Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features:
Weapon and Armour Proficiency: A Monk is proficient with all simple weapons. Note that armor check penalties for wearing medium or heavy armor apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight-of-Hand and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Improved Unarmed Strike: At 1st level, the Monk gains Improved Unarmed Strike as a bonus feat.
New Sorcery Style: Oriental Magic At 2nd level the Monk gains the Sorcery Style Oriental Magic and the basic spell associated with it.. The Monk is treated as a Scholar of equal level for all effects with this style.
Base Power Points At 2nd level the Monk learns to access his own personal magical energy. This is referred to as Base Power Points or Base PP. A beginning Monk has base PP equal to 4 + Wis Modifier to a minimum of 1.
Disciplined Defense: At 3rd level, the Monk learns how to turn his preternatural awareness of self and surroundings into defense. While unarmored he gains a bonus to Defense equal to his Wisdom modifier (if positive). This is an extraordinary ability.
Bonus Feat At levels 4, 8, 9, 12, 16 and 20 The Monk is eligible to take feats from the following list as long as he has the prerequisites. Skill Focus (Any), Iron Will, Diligent, Investigator, Brawl, Defensive Martial Arts, Improved Critical (Unarmed Strikes or Staff), Stunning Attack, Weapon Focus (Staff Or Unarmed Strike), Weapon Specialization (Staff Or Unarmed Strike), Two Weapon Combat, Two Weapon Defense, Acrobatic, Agile, Improved Grapple, Parry, Dodge
Mobility: From 5th level onwards, Monk gets a +4 bonus to Dodge Defense against attacks of opportunity caused when he moves out of or within a threatened area. If the Monk already has Mobility from some other source, such as being a 5th level nomad already, he instead gains Improved Mobility (see below). Note that Mobility does not apply if the Monk is mounted. This is an extraordinary ability.
Increased Maximum Power Points: As the Monk become more experienced and knowledgeable, they become able to store far more magical power in their bodies, so long as it is available to by means of sacrifice or some artefact or other. At 6th level the Monk's maximum Power Points rise to triple rather than double. At 13th level this rises to quadruple.
Advanced Spell: At 7th, 11th and 18th level the Monk improves knowledge of any sorcery style he already knows by gaining any one of the advanced spells listed under the style. Alternatively at anytime he is eligible to gain an advanced spell, the Monk can instead gain a +2 bonus to skill points that he gains at that level.
Damage Reduction: Starting at 10th level, the Monk gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Monk takes each time he is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 19th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.
Improved Mobility: From 10th level onwards, the Monk never provokes attacks of opportunity, whatever he does, so long as he moves at least 10 feet during the combat round. If the Monk somehow already has Improved Mobility, such as for already having had Mobility from another source before reaching 5th level and so gaining Improved Mobility at 5th level instead of Mobility, then he instead gains Greater Mobility (see below). Note that Improved Mobility does not apply if the Monk is mounted. This is an extraordinary ability.
Greater Mobility: From 15th level onwards, the Monk may move up to his speed as part of a full attack action, rather than merely taking a five-foot step. He may move and attack in any order, so he might for example move five feet, attack once, move another five feet, attack twice more and then move again for the remaining 20 feet of his movement. Note that greater mobility does not apply if the Monk is mounted or wearing armor. This is an extraordinary ability.
The Monk
Code:
Level BAB Dodge Parry MAB Fort Ref Will Special
1 +0 +0 +0 +0 +0 +2 +2 Improved Unarmed Strike
2 +1 +1 +1 +1 +0 +3 +3 New Sorcery Style (Oriental Magic), Base Power Points
3 +2 +1 +1 +1 +1 +3 +3 Disciplined Defense
4 +3 +2 +2 +2 +1 +4 +4 Bonus Feat
5 +3 +2 +2 +2 +1 +4 +4 Mobility
6 +4 +3 +3 +3 +2 +5 +5 Increased Maximum Power Points (Triple)
7 +5 +3 +3 +4 +2 +5 +5 Advanced Spell
8 +6/+1 +4 +4 +4 +2 +6 +6 Bonus Feat
9 +6/+1 +4 +4 +4 +3 +6 +6 Bonus Feat
10 +7/+2 +5 +5 +5 +3 +7 +7 Improved Mobility, Damage Reduction 1-
11 +8/+5 +5 +5 +5 +3 +7 +7 Advanced Spell
12 +9/+4 +6 +6 +6 +4 +8 +8 Bonus Feat
13 +9/+4 +6 +6 +6 +4 +8 +8 Increased Power Points (Quadruple)
14 +10/+5 +7 +7 +7 +4 +9 +9 Damage Reduction 2-
15 +11/+6/+1 +7 +7 +7 +5 +9 +9 Greater Mobility
16 +12/+7/+2 +8 +8 +8 +5 +10 +10 Bonus Feat
17 +12/+7/+2 +8 +8 +8 +5 +10 +10 Damage Reduction 3-
18 +13/+8/+3 +9 +9 +9 +6 +11 +11 Advanced Spell
19 +14/+9/+4 +9 +9 +9 +6 +11 +11 Damage Reduction 4-
20 +15/+10/+5 +10 +10 +10 +6 +12 +12 Bonus Feat
Hit Dice d8
Class Skills The Monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (alchemy) (Int), Craft (herbalism) (Int), Craft (any mundane) (Int), Decipher Script (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcane) (Int) Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4
Skill Points at Each Additional Level: 6 + Int modifier
Class Features:
Weapon and Armour Proficiency: A Monk is proficient with all simple weapons. Note that armor check penalties for wearing medium or heavy armor apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight-of-Hand and Tumble. Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.
Improved Unarmed Strike: At 1st level, the Monk gains Improved Unarmed Strike as a bonus feat.
New Sorcery Style: Oriental Magic At 2nd level the Monk gains the Sorcery Style Oriental Magic and the basic spell associated with it.. The Monk is treated as a Scholar of equal level for all effects with this style.
Base Power Points At 2nd level the Monk learns to access his own personal magical energy. This is referred to as Base Power Points or Base PP. A beginning Monk has base PP equal to 4 + Wis Modifier to a minimum of 1.
Disciplined Defense: At 3rd level, the Monk learns how to turn his preternatural awareness of self and surroundings into defense. While unarmored he gains a bonus to Defense equal to his Wisdom modifier (if positive). This is an extraordinary ability.
Bonus Feat At levels 4, 8, 9, 12, 16 and 20 The Monk is eligible to take feats from the following list as long as he has the prerequisites. Skill Focus (Any), Iron Will, Diligent, Investigator, Brawl, Defensive Martial Arts, Improved Critical (Unarmed Strikes or Staff), Stunning Attack, Weapon Focus (Staff Or Unarmed Strike), Weapon Specialization (Staff Or Unarmed Strike), Two Weapon Combat, Two Weapon Defense, Acrobatic, Agile, Improved Grapple, Parry, Dodge
Mobility: From 5th level onwards, Monk gets a +4 bonus to Dodge Defense against attacks of opportunity caused when he moves out of or within a threatened area. If the Monk already has Mobility from some other source, such as being a 5th level nomad already, he instead gains Improved Mobility (see below). Note that Mobility does not apply if the Monk is mounted. This is an extraordinary ability.
Increased Maximum Power Points: As the Monk become more experienced and knowledgeable, they become able to store far more magical power in their bodies, so long as it is available to by means of sacrifice or some artefact or other. At 6th level the Monk's maximum Power Points rise to triple rather than double. At 13th level this rises to quadruple.
Advanced Spell: At 7th, 11th and 18th level the Monk improves knowledge of any sorcery style he already knows by gaining any one of the advanced spells listed under the style. Alternatively at anytime he is eligible to gain an advanced spell, the Monk can instead gain a +2 bonus to skill points that he gains at that level.
Damage Reduction: Starting at 10th level, the Monk gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the Monk takes each time he is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 19th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.
Improved Mobility: From 10th level onwards, the Monk never provokes attacks of opportunity, whatever he does, so long as he moves at least 10 feet during the combat round. If the Monk somehow already has Improved Mobility, such as for already having had Mobility from another source before reaching 5th level and so gaining Improved Mobility at 5th level instead of Mobility, then he instead gains Greater Mobility (see below). Note that Improved Mobility does not apply if the Monk is mounted. This is an extraordinary ability.
Greater Mobility: From 15th level onwards, the Monk may move up to his speed as part of a full attack action, rather than merely taking a five-foot step. He may move and attack in any order, so he might for example move five feet, attack once, move another five feet, attack twice more and then move again for the remaining 20 feet of his movement. Note that greater mobility does not apply if the Monk is mounted or wearing armor. This is an extraordinary ability.