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		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
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				<updated>2009-12-31T20:17:52Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Spells, Powers, Soulmelds, Stances, etc... */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Eberron Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad, Erudite base class)&lt;br /&gt;
&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jump feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
[[Spells of Hundred-Handed Might (3.5e Equipment)|Spells of Hundred-Handed Might]]&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
Ring of the Greater Mighty Wallop&lt;br /&gt;
&lt;br /&gt;
Torc of Power Preservation&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer, +1 Int || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind, +1 Int|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8, +1 Int || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)</id>
		<title>Spells of Hundred-Handed Might (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)"/>
				<updated>2009-12-31T20:16:23Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Game Rules Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spells of Hundred-Handed Might=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body warp and change, stretching you into a massive, many-headed monster before fusing you make into the semblance of your human form. Outwardly unchanged, you move through the cluttered study with a new cautious delicacy, as you feel the power of the ancient hecatoncheires surge within you.''&lt;br /&gt;
&lt;br /&gt;
This is a combination of two spells which, when combined and [[SRD:Permanency|made permanent]] give a character a cheap, untyped Strength bonus.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]]&lt;br /&gt;
&lt;br /&gt;
==Game Rules Elements==&lt;br /&gt;
&lt;br /&gt;
'''Girillion's Blessing'''&lt;br /&gt;
&lt;br /&gt;
'''Fuse '''&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Permanency|Permanancy]] (x2)'''&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Polymorph|Polymorph]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The extra arms granted by this spell are of limited usefulness, as they cannot make attacks. But combined with a ''Fuse Arms'' spell, also from ''[[Savage Species]]'' (Clr 3, Sor/Wiz 3, pg 66) the extra arms can be merged back into the original pair, granting a +4 ''untyped'' Str bonus to the the primary arms for every four caster levels (so, a 16th-level caster would create four extra pairs of arms, which would fuse and vanish, granting a +16 untyped Str bonus).&lt;br /&gt;
&lt;br /&gt;
Both ''Fuse Arms'' and ''Girallon's Blessing'' can be made permanent by means of [[SRD:Permanency|Permanency]] (min CL 13th, XP cost 1,500). Using a 16th-level caster for all spells, the total cost for a permanent untyped +16 Str bonus would be (1,280gp  480gp (''Girallon's Blessing'') + 480gp (''Fuse Arms'') + ([[SRD:Permanency|Permanency]]) + 1,280gp ([[SRD:Permanency|Permanency]]) + 7,500gp (NPC XP cost) + 7,500gp (NPC XP cost) = 18,250gp. Only Huge creatures can get 4 extra pairs of arms, so the ''Polymorph'' spell is included, although a psionic character might use an augmented [[SRD:Expansion|Expansion]] power or a Large PC could simply use an ''Enlarge'' effect. This size change need not be permanent: once the extra arms are fused, the character no longer has them, so he or she no longer needs to be Huge.&lt;br /&gt;
&lt;br /&gt;
A ''Polymorph'' spell, if needed, will add at least 280gp to the cost, or 480gp if you use the same 16th-level caster needed for ''Girallon's Blessing'' and ''Fuse Arms'' (the CL 16 is not needed for ''Fuse Arms',' either, strictly speaking, but is recommended to discourage casual dispelling.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' Obviously, this is an optimization, in the sense that for less than the price of a +5 Belt of Giant Strength, you can buff your strength by +16 (and to add insult to injury, you can stack it with a Belt of Giant Strength or other enhancement bonus). The advantages to the character are obvious; but there may be an advantage, too, to allowing this finesse (which is fully compatible with RAW) if yours is a campaign in which mid-level spellcasters start to outshine the fighting classes, who gradually devolve into meat shields as their offensive powers pale in comparison to spells. This modification will put off for a long time the day when a sword-swing or arrow is an insignificant addition to the party's attacks. Fighting classes with more impressive attacks but 3/4 BAB can benefit even more -- profiting less from the additional damage and more from the +8 to hit.&lt;br /&gt;
&lt;br /&gt;
==DM Counters==&lt;br /&gt;
&lt;br /&gt;
''Dispel Magic''. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)</id>
		<title>Spells of Hundred-Handed Might (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)"/>
				<updated>2009-12-31T20:15:39Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Game Rules Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spells of Hundred-Handed Might=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body warp and change, stretching you into a massive, many-headed monster before fusing you make into the semblance of your human form. Outwardly unchanged, you move through the cluttered study with a new cautious delicacy, as you feel the power of the ancient hecatoncheires surge within you.''&lt;br /&gt;
&lt;br /&gt;
This is a combination of two spells which, when combined and [[SRD:Permanency|made permanent]] give a character a cheap, untyped Strength bonus.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]]&lt;br /&gt;
&lt;br /&gt;
==Game Rules Elements==&lt;br /&gt;
&lt;br /&gt;
'''Girillion's Blessing'''&lt;br /&gt;
&lt;br /&gt;
'''Fuse '''&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Permanency|Permanancy]] (x2)'''&lt;br /&gt;
&lt;br /&gt;
'''[[SRD:Polymorph|Polymorph]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The extra arms granted by this spell are of limited usefulness, as they cannot make attacks. But combined with a ''Fuse Arms'' spell, also from ''[[Savage Species]]'' (Clr 3, Sor/Wiz 3, pg 66) the extra arms can be merged back into the original pair, granting a +4 ''untyped'' Str bonus to the the primary arms for every four caster levels (so, a 16th-level caster would create four extra pairs of arms, which would fuse and vanish, granting a +16 untyped Str bonus).&lt;br /&gt;
&lt;br /&gt;
Both ''Fuse Arms'' and ''Girallon's Blessing'' can be made permanent by means of [[SRD:Permanency|Permanency]] (min CL 13th, XP cost 1,500). Using a 16th-level caster for all spells, the total cost for a permanent untyped +16 Str bonus would be (1,280gp  480gp (''Girallon's Blessing'') + 480gp (''Fuse Arms'') + ([[SRD:Permanency|Permanency]]) + 1,280gp ([[SRD:Permanency|Permanency]]) + 7,500gp (NPC XP cost) + 7,500gp (NPC XP cost) = 18,250gp. Only Huge creatures can get 4 extra pairs of arms, so the ''Polymorph'' spell is included, although a psionic character might use an augmented [[SRD:Expansion|Expansion]] power or a Large PC could simply use an ''Enlarge'' effect. This size change need not be permanent: once the extra arms are fused, the character no longer has them, so he or she no longer needs to be Huge.&lt;br /&gt;
&lt;br /&gt;
A ''Polymorph'' spell, if needed, will add at least 280gp to the cost, or 480gp if you use the same 16th-level caster needed for ''Girallon's Blessing'' and ''Fuse Arms'' (the CL 16 is not needed for ''Fuse Arms',' either, strictly speaking, but is recommended to discourage casual dispelling.&lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' Obviously, this is an optimization, in the sense that for less than the price of a +5 Belt of Giant Strength, you can buff your strength by +16 (add to add insult to injury, you can stack it with a Belt of Giant Strength or other enhancement bonus). The advantages to the character are obvious; but there may be an advantage, too, to allowing this finesse (which is fully compatible with RAW) if yours is a campaign in which mid-level spellcasters start to outshine the fighting classes, who gradually devolve into meat shields as their offensive powers pale in comparison to spells. This modification will put off for a long time the day when a sword-swing or arrow is an insignificant addition to the party's attacks. Fighting classes with more impressive attacks but 3/4 BAB can benefit even more -- profiting less from the additional damage and more from the +8 to hit.&lt;br /&gt;
&lt;br /&gt;
==DM Counters==&lt;br /&gt;
&lt;br /&gt;
''Dispel Magic''. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)</id>
		<title>Spells of Hundred-Handed Might (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)"/>
				<updated>2009-12-31T20:14:43Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Game Rules Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spells of Hundred-Handed Might=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body warp and change, stretching you into a massive, many-headed monster before fusing you make into the semblance of your human form. Outwardly unchanged, you move through the cluttered study with a new cautious delicacy, as you feel the power of the ancient hecatoncheires surge within you.''&lt;br /&gt;
&lt;br /&gt;
This is a combination of two spells which, when combined and [[SRD:Permanency|made permanent]] give a character a cheap, untyped Strength bonus.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]]&lt;br /&gt;
&lt;br /&gt;
==Game Rules Elements==&lt;br /&gt;
&lt;br /&gt;
'''Girillion's Blessing&lt;br /&gt;
&lt;br /&gt;
Fuse Arms&lt;br /&gt;
&lt;br /&gt;
[[SRD:Permanency|Permanancy]] (x2)&lt;br /&gt;
&lt;br /&gt;
[[SRD:Polymorph|Polymorph]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The extra arms granted by this spell are of limited usefulness, as they cannot make attacks. But combined with a ''Fuse Arms'' spell, also from ''[[Savage Species]]'' (Clr 3, Sor/Wiz 3, pg 66) the extra arms can be merged back into the original pair, granting a +4 ''untyped'' Str bonus to the the primary arms for every four caster levels (so, a 16th-level caster would create four extra pairs of arms, which would fuse and vanish, granting a +16 untyped Str bonus).&lt;br /&gt;
&lt;br /&gt;
Both ''Fuse Arms'' and ''Girallon's Blessing'' can be made permanent by means of [[SRD:Permanency|Permanency]] (min CL 13th, XP cost 1,500). Using a 16th-level caster for all spells, the total cost for a permanent untyped +16 Str bonus would be (1,280gp  480gp (''Girallon's Blessing'') + 480gp (''Fuse Arms'') + ([[SRD:Permanency|Permanency]]) + 1,280gp ([[SRD:Permanency|Permanency]]) + 7,500gp (NPC XP cost) + 7,500gp (NPC XP cost) = 18,250gp. Only Huge creatures can get 4 extra pairs of arms, so the ''Polymorph'' spell is included, although a psionic character might use an augmented [[SRD:Expansion|Expansion]] power or a Large PC could simply use an ''Enlarge'' effect. This size change need not be permanent: once the extra arms are fused, the character no longer has them, so he or she no longer needs to be Huge.&lt;br /&gt;
&lt;br /&gt;
A ''Polymorph'' spell, if needed, will add at least 280gp to the cost, or 480gp if you use the same 16th-level caster needed for ''Girallon's Blessing'' and ''Fuse Arms'' (the CL 16 is not needed for ''Fuse Arms',' either, strictly speaking, but is recommended to discourage casual dispelling.&lt;br /&gt;
&lt;br /&gt;
''Gameplay notes:'' Obviously, this is an optimization, in the sense that for less than the price of a +5 Belt of Giant Strength, you can buff your strength by +16 (add to add insult to injury, you can stack it with a Belt of Giant Strength or other enhancement bonus). The advantages to the character are obvious; but there may be an advantage, too, to allowing this finesse (which is fully compatible with RAW) if yours is a campaign in which mid-level spellcasters start to outshine the fighting classes, who gradually devolve into meat shields as their offensive powers pale in comparison to spells. This modification will put off for a long time the day when a sword-swing or arrow is an insignificant addition to the party's attacks. Fighting classes with more impressive attacks but 3/4 BAB can benefit even more -- profiting less from the additional damage and more from the +8 to hit.&lt;br /&gt;
&lt;br /&gt;
==DM Counters==&lt;br /&gt;
&lt;br /&gt;
''Dispel Magic''. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)</id>
		<title>Spells of Hundred-Handed Might (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)"/>
				<updated>2009-12-31T20:13:12Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Game Rules Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spells of Hundred-Handed Might=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body warp and change, stretching you into a massive, many-headed monster before fusing you make into the semblance of your human form. Outwardly unchanged, you move through the cluttered study with a new cautious delicacy, as you feel the power of the ancient hecatoncheires surge within you.''&lt;br /&gt;
&lt;br /&gt;
This is a combination of two spells which, when combined and [[SRD:Permanency|made permanent]] give a character a cheap, untyped Strength bonus.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]]&lt;br /&gt;
&lt;br /&gt;
==Game Rules Elements==&lt;br /&gt;
&lt;br /&gt;
'''Girillion's Blessing&lt;br /&gt;
&lt;br /&gt;
Fuse Arms&lt;br /&gt;
&lt;br /&gt;
[[SRD:Permanency|Permanancy]] (x2)&lt;br /&gt;
&lt;br /&gt;
[[SRD:Polymorph|Polymorph]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The extra arms granted by this spell are of limited usefulness, as they cannot make attacks. But combined with a ''Fuse Arms'' spell, also from ''[[Savage Species]]'' (Clr 3, Sor/Wiz 3, pg 66) the extra arms can be merged back into the original pair, granting a +4 ''untyped'' Str bonus to the the primary arms for every four caster levels (so, a 16th-level caster would create four extra pairs of arms, which would fuse and vanish, granting a +16 untyped Str bonus).&lt;br /&gt;
&lt;br /&gt;
Both ''Fuse Arms'' and ''Girallon's Blessing'' can be made permanent by means of [[SRD:Permanency|Permanency]] (min CL 13th, XP cost 1,500). Using a 16th-level caster for all spells, the total cost for a permanent untyped +16 Str bonus would be (1,280gp  480gp (''Girallon's Blessing'') + 480gp (''Fuse Arms'') + ([[SRD:Permanency|Permanency]]) + 1,280gp ([[SRD:Permanency|Permanency]]) + 7,500gp (NPC XP cost) + 7,500gp (NPC XP cost) = 18,250gp. Only Huge creatures can get 4 extra pairs of arms, so the ''Polymorph'' spell is included, although a psionic character might use an augmented [[SRD:Expansion|Expansion]] power or a Large PC could simply use an ''Enlarge'' effect. This size change need not be permanent: once the extra arms are fused, the character no longer has them, so he or she no longer needs to be Huge.&lt;br /&gt;
&lt;br /&gt;
A ''Polymorph'' spell, if needed, will add at least 280gp to the cost, or 480gp if you use the same 16th-level caster needed for ''Girallon's Blessing'' and ''Fuse Arms'' (the CL 16 is not needed for ''Fuse Arms',' either, strictly speaking, but is recommended to discourage casual dispelling.&lt;br /&gt;
&lt;br /&gt;
''Gameplay notes:'' Obviously, this is an optimization, in the sense that for less than the price of a +5 Belt of Giant Strength, you can buff your strength by +16. The advantages to the character are obvious; but there may be an advantage, too, to allowing this finesse (which is fully compatible with RAW) if yours is a campaign in which mid-level spellcasters start to outshine the fighting classes, who gradually devolve into meat shields as their offensive powers pale in comparison to spells. This modification will put off for a long time the day when a sword-swing or arrow is an insignificant addition to the party's attacks. Fighting classes with more impressive attacks but 3/4 BAB can benefit even more -- profiting less from the additional damage and more from the +8 to hit.&lt;br /&gt;
&lt;br /&gt;
==DM Counters==&lt;br /&gt;
&lt;br /&gt;
''Dispel Magic''. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)</id>
		<title>Spells of Hundred-Handed Might (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)"/>
				<updated>2009-12-31T20:12:17Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Game Rules Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spells of Hundred-Handed Might=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body warp and change, stretching you into a massive, many-headed monster before fusing you make into the semblance of your human form. Outwardly unchanged, you move through the cluttered study with a new cautious delicacy, as you feel the power of the ancient hecatoncheires surge within you.''&lt;br /&gt;
&lt;br /&gt;
This is a combination of two spells which, when combined and [[SRD:Permanency|made permanent]] give a character a cheap, untyped Strength bonus.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]]&lt;br /&gt;
&lt;br /&gt;
==Game Rules Elements==&lt;br /&gt;
&lt;br /&gt;
'''Girillion's Blessing&lt;br /&gt;
&lt;br /&gt;
Fuse Arms&lt;br /&gt;
&lt;br /&gt;
[[SRD:Permanency|Permanancy]] (x2)&lt;br /&gt;
&lt;br /&gt;
[[SRD:Polymorph|Polymorph]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The extra arms granted by this spell are of limited usefulness, as they cannot make attacks. But combined with a ''Fuse Arms'' spell, also from ''[[Savage Species]]'' (Clr 3, Sor/Wiz 3, pg 66) the extra arms can be merged back into the original pair, granting a +4 ''untyped'' Str bonus to the the primary arms for every four caster levels (so, a 16th-level caster would create four extra pairs of arms, which would fuse and vanish, granting a +16 untyped Str bonus).&lt;br /&gt;
&lt;br /&gt;
Both ''Fuse Arms'' and ''Girallon's Blessing'' can be made permanent by means of [[SRD:Permanency|Permanency]] (min CL 13th, XP cost 1,500). Using a 16th-level caster for all spells, the total cost for a permanent untyped +16 Str bonus would be (1,280gp  480gp (''Girallon's Blessing'') + 480gp (''Fuse Arms'') + ([[SRD:Permanency|Permanency]]) + 1,280gp ([[SRD:Permanency|Permanency]]) + 7,500gp (NPC XP cost) + 7,500gp (NPC XP cost) = 18,250gp. Only Huge creatures can get 4 extra pairs of arms, so the ''Polymorph'' spell is included, although a psionic character might use an augmented [[SRD:Expansion|Expansion]] power or a Large PC could simply use an ''Enlarge'' effect. This size change need not be permanent: once the extra arms are fused, the character no longer has them, so he or she no longer needs to be Huge.&lt;br /&gt;
&lt;br /&gt;
A ''Polymorph'' spell, if needed, will add at least 280gp to the cost, or 480gp if you use the same 16th-level caster needed for ''Girallon's Blessing'' and ''Fuse Arms'' (the CL 16 is not needed for ''Fuse Arms',' either, strictly speaking, but is recommended to discourage casual dispelling.&lt;br /&gt;
&lt;br /&gt;
Gaming notes: Obviously, this is an optimization, in the sense that for less than the price of a +5 Belt of Giant Strength, you can buff your strength by +16. The advantages to the character are obvious; but there may be an advantage, too, to allowing this finesse (which is fully compatible with RAW) if yours is a campaign in which mid-level spellcasters start to outshine the fighting classes, who gradually devolve into meat shields as their offensive powers pale in comparison to spells. This modification will put off for a long time the day when a sword-swing or arrow is an insignificant addition to the party's attacks. Fighting classes with more impressive attacks but 3/4 BAB can benefit even more -- profiting less from the additional damage and more from the +8 to hit.&lt;br /&gt;
&lt;br /&gt;
==DM Counters==&lt;br /&gt;
&lt;br /&gt;
''Dispel Magic''. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)</id>
		<title>Spells of Hundred-Handed Might (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)"/>
				<updated>2009-12-31T20:10:43Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spells of Hundred-Handed Might=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body warp and change, stretching you into a massive, many-headed monster before fusing you make into the semblance of your human form. Outwardly unchanged, you move through the cluttered study with a new cautious delicacy, as you feel the power of the ancient hecatoncheires surge within you.''&lt;br /&gt;
&lt;br /&gt;
This is a combination of two spells which, when combined and [[SRD:Permanency|made permanent]] give a character a cheap, untyped Strength bonus.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]]&lt;br /&gt;
&lt;br /&gt;
==Game Rules Elements==&lt;br /&gt;
&lt;br /&gt;
Girillion's Blessing&lt;br /&gt;
Fuse Arms&lt;br /&gt;
Permanancy (x2)&lt;br /&gt;
Polymorph&lt;br /&gt;
&lt;br /&gt;
The extra arms granted by this spell are of limited usefulness, as they cannot make attacks. But combined with a ''Fuse Arms'' spell, also from ''[[Savage Species]]'' (Clr 3, Sor/Wiz 3, pg 66) the extra arms can be merged back into the original pair, granting a +4 ''untyped'' Str bonus to the the primary arms for every four caster levels (so, a 16th-level caster would create four extra pairs of arms, which would fuse and vanish, granting a +16 untyped Str bonus).&lt;br /&gt;
&lt;br /&gt;
Both ''Fuse Arms'' and ''Girallon's Blessing'' can be made permanent by means of [[SRD:Permanency|Permanency]] (min CL 13th, XP cost 1,500). Using a 16th-level caster for all spells, the total cost for a permanent untyped +16 Str bonus would be (1,280gp  480gp (''Girallon's Blessing'') + 480gp (''Fuse Arms'') + ([[SRD:Permanency|Permanency]]) + 1,280gp ([[SRD:Permanency|Permanency]]) + 7,500gp (NPC XP cost) + 7,500gp (NPC XP cost) = 18,250gp. Only Huge creatures can get 4 extra pairs of arms, so the ''Polymorph'' spell is included, although a psionic character might use an augmented [[SRD:Expansion|Expansion]] power or a Large PC could simply use an ''Enlarge'' effect. This size change need not be permanent: once the extra arms are fused, the character no longer has them, so he or she no longer needs to be Huge.&lt;br /&gt;
&lt;br /&gt;
A ''Polymorph'' spell, if needed, will add at least 280gp to the cost, or 480gp if you use the same 16th-level caster needed for ''Girallon's Blessing'' and ''Fuse Arms'' (the CL 16 is not needed for ''Fuse Arms',' either, strictly speaking, but is recommended to discourage casual dispelling.&lt;br /&gt;
&lt;br /&gt;
Gaming notes: Obviously, this is an optimization, in the sense that for less than the price of a +5 Belt of Giant Strength, you can buff your strength by +16. The advantages to the character are obvious; but there may be an advantage, too, to allowing this finesse (which is fully compatible with RAW) if yours is a campaign in which mid-level spellcasters start to outshine the fighting classes, who gradually devolve into meat shields as their offensive powers pale in comparison to spells. This modification will put off for a long time the day when a sword-swing or arrow is an insignificant addition to the party's attacks. Fighting classes with more impressive attacks but 3/4 BAB can benefit even more -- profiting less from the additional damage and more from the +8 to hit.&lt;br /&gt;
&lt;br /&gt;
==DM Counters==&lt;br /&gt;
&lt;br /&gt;
''Dispel Magic''. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)</id>
		<title>Spells of Hundred-Handed Might (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)"/>
				<updated>2009-12-31T20:10:08Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spells of Hundred-Handed Might=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body warp and change, stretching you into a massive, many-headed monster before fusing you make into the semblance of your human form. Outwardly unchanged, you move through the cluttered study with a new cautious delicacy, as you feel the power of the ancient hecatoncheires surge within you.''&lt;br /&gt;
&lt;br /&gt;
This is a combination of two spells which, when combined and [[SRD:Permancy|made permanent]] give a character a cheap, untyped Strength bonus.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]]&lt;br /&gt;
&lt;br /&gt;
==Game Rules Elements==&lt;br /&gt;
&lt;br /&gt;
Girillion's Blessing&lt;br /&gt;
Fuse Arms&lt;br /&gt;
Permanancy (x2)&lt;br /&gt;
Polymorph&lt;br /&gt;
&lt;br /&gt;
The extra arms granted by this spell are of limited usefulness, as they cannot make attacks. But combined with a ''Fuse Arms'' spell, also from ''[[Savage Species]]'' (Clr 3, Sor/Wiz 3, pg 66) the extra arms can be merged back into the original pair, granting a +4 ''untyped'' Str bonus to the the primary arms for every four caster levels (so, a 16th-level caster would create four extra pairs of arms, which would fuse and vanish, granting a +16 untyped Str bonus).&lt;br /&gt;
&lt;br /&gt;
Both ''Fuse Arms'' and ''Girallon's Blessing'' can be made permanent by means of [[SRD:Permanency|Permanency]] (min CL 13th, XP cost 1,500). Using a 16th-level caster for all spells, the total cost for a permanent untyped +16 Str bonus would be (1,280gp  480gp (''Girallon's Blessing'') + 480gp (''Fuse Arms'') + ([[SRD:Permanency|Permanency]]) + 1,280gp ([[SRD:Permanency|Permanency]]) + 7,500gp (NPC XP cost) + 7,500gp (NPC XP cost) = 18,250gp. Only Huge creatures can get 4 extra pairs of arms, so the ''Polymorph'' spell is included, although a psionic character might use an augmented [[SRD:Expansion|Expansion]] power or a Large PC could simply use an ''Enlarge'' effect. This size change need not be permanent: once the extra arms are fused, the character no longer has them, so he or she no longer needs to be Huge.&lt;br /&gt;
&lt;br /&gt;
A ''Polymorph'' spell, if needed, will add at least 280gp to the cost, or 480gp if you use the same 16th-level caster needed for ''Girallon's Blessing'' and ''Fuse Arms'' (the CL 16 is not needed for ''Fuse Arms',' either, strictly speaking, but is recommended to discourage casual dispelling.&lt;br /&gt;
&lt;br /&gt;
Gaming notes: Obviously, this is an optimization, in the sense that for less than the price of a +5 Belt of Giant Strength, you can buff your strength by +16. The advantages to the character are obvious; but there may be an advantage, too, to allowing this finesse (which is fully compatible with RAW) if yours is a campaign in which mid-level spellcasters start to outshine the fighting classes, who gradually devolve into meat shields as their offensive powers pale in comparison to spells. This modification will put off for a long time the day when a sword-swing or arrow is an insignificant addition to the party's attacks. Fighting classes with more impressive attacks but 3/4 BAB can benefit even more -- profiting less from the additional damage and more from the +8 to hit.&lt;br /&gt;
&lt;br /&gt;
==DM Counters==&lt;br /&gt;
&lt;br /&gt;
''Dispel Magic''. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)</id>
		<title>Spells of Hundred-Handed Might (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Spells_of_Hundred-Handed_Might_(3.5e_Equipment)"/>
				<updated>2009-12-31T20:09:39Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: Created page with '=Spells of Hundred-Handed Might=  ==Introduction==  '''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body w…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Spells of Hundred-Handed Might=&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
'''As the ancient and cachectic sellspell you have hired makes the final arcane gesture and falls silent, your feel you body warp and change, stretching you into a massive, many-headed monster before fusing you make into the semblance of your human form. Outwardly unchanged, you move through the cluttered study with a new cautious delicacy, as you feel the power of the ancient hecatoncheires surge within you.'''&lt;br /&gt;
&lt;br /&gt;
This is a combination of two spells which, when combined and [[SRD:Permancy|made permanent]] give a character a cheap, untyped Strength bonus.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]]&lt;br /&gt;
&lt;br /&gt;
==Game Rules Elements==&lt;br /&gt;
&lt;br /&gt;
Girillion's Blessing&lt;br /&gt;
Fuse Arms&lt;br /&gt;
Permanancy (x2)&lt;br /&gt;
Polymorph&lt;br /&gt;
&lt;br /&gt;
The extra arms granted by this spell are of limited usefulness, as they cannot make attacks. But combined with a ''Fuse Arms'' spell, also from ''[[Savage Species]]'' (Clr 3, Sor/Wiz 3, pg 66) the extra arms can be merged back into the original pair, granting a +4 ''untyped'' Str bonus to the the primary arms for every four caster levels (so, a 16th-level caster would create four extra pairs of arms, which would fuse and vanish, granting a +16 untyped Str bonus).&lt;br /&gt;
&lt;br /&gt;
Both ''Fuse Arms'' and ''Girallon's Blessing'' can be made permanent by means of [[SRD:Permanency|Permanency]] (min CL 13th, XP cost 1,500). Using a 16th-level caster for all spells, the total cost for a permanent untyped +16 Str bonus would be (1,280gp  480gp (''Girallon's Blessing'') + 480gp (''Fuse Arms'') + ([[SRD:Permanency|Permanency]]) + 1,280gp ([[SRD:Permanency|Permanency]]) + 7,500gp (NPC XP cost) + 7,500gp (NPC XP cost) = 18,250gp. Only Huge creatures can get 4 extra pairs of arms, so the ''Polymorph'' spell is included, although a psionic character might use an augmented [[SRD:Expansion|Expansion]] power or a Large PC could simply use an ''Enlarge'' effect. This size change need not be permanent: once the extra arms are fused, the character no longer has them, so he or she no longer needs to be Huge.&lt;br /&gt;
&lt;br /&gt;
A ''Polymorph'' spell, if needed, will add at least 280gp to the cost, or 480gp if you use the same 16th-level caster needed for ''Girallon's Blessing'' and ''Fuse Arms'' (the CL 16 is not needed for ''Fuse Arms',' either, strictly speaking, but is recommended to discourage casual dispelling.&lt;br /&gt;
&lt;br /&gt;
Gaming notes: Obviously, this is an optimization, in the sense that for less than the price of a +5 Belt of Giant Strength, you can buff your strength by +16. The advantages to the character are obvious; but there may be an advantage, too, to allowing this finesse (which is fully compatible with RAW) if yours is a campaign in which mid-level spellcasters start to outshine the fighting classes, who gradually devolve into meat shields as their offensive powers pale in comparison to spells. This modification will put off for a long time the day when a sword-swing or arrow is an insignificant addition to the party's attacks. Fighting classes with more impressive attacks but 3/4 BAB can benefit even more -- profiting less from the additional damage and more from the +8 to hit.&lt;br /&gt;
&lt;br /&gt;
==DM Counters==&lt;br /&gt;
&lt;br /&gt;
''Dispel Magic''. 'Nuff said.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Talk:Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-29T08:15:56Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Praise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Praise==&lt;br /&gt;
I have to say this is one of the most thought out, descriptive, and fun optimizations I have had the pleasure of reading on this board. That being said, I see a minor glitch, not really a problem I think, just something I would like you to clairify. You use champions of valor for Fangshields Ranger and the Carmendine Monk feat. Is there an update to 3.5 for these?Also, if you are going to use fractional BAB, why not use Fractional Saves, as well? There also seems to be a minor formating problem on level 13. --[[User:Ganre|Ganre]] 23:59, 25 December 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
:Thanks for the feedback. Formatting is fixed. I'll look at the fractional saves rule. I have Champions of Valor as a 3.5e sourcebook according to the listings here. Is it not? [[User:S1Q3T3|S1Q3T3]] 08:15, 29 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-29T08:13:37Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Progression (3.5E) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Eberron Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad, Erudite base class)&lt;br /&gt;
&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jump feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
Ring of the Greater Mighty Wallop&lt;br /&gt;
&lt;br /&gt;
Torc of Power Preservation&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer, +1 Int || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind, +1 Int|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8, +1 Int || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-29T08:12:24Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Progression (3.5E) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Eberron Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad, Erudite base class)&lt;br /&gt;
&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jump feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
Ring of the Greater Mighty Wallop&lt;br /&gt;
&lt;br /&gt;
Torc of Power Preservation&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer, +1 Int || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind, +1 Int|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-29T08:10:17Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Progression (3.5E) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Eberron Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad, Erudite base class)&lt;br /&gt;
&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jump feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
Ring of the Greater Mighty Wallop&lt;br /&gt;
&lt;br /&gt;
Torc of Power Preservation&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer, +1 Int || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind, +1 Int|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-29T08:07:21Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Eberron Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad, Erudite base class)&lt;br /&gt;
&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jump feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
Ring of the Greater Mighty Wallop&lt;br /&gt;
&lt;br /&gt;
Torc of Power Preservation&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-29T08:06:36Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* References */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Eberron Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad, Erudite base class)&lt;br /&gt;
&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] Battle Jump&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
Ring of the Greater Mighty Wallop&lt;br /&gt;
&lt;br /&gt;
Torc of Power Preservation&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path</id>
		<title>Ultimate Monk (DnD Optimized Character Build)/Monks of the Fivefold Path</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path"/>
				<updated>2009-12-25T09:19:38Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Earth Monk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
===Monks of the Fivefold Path===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
Recently, the salvage parties emerging from of the Mournlands have brought with them strange tales. They say that fortresses -- modest yet sturdy keeps -- have arisen on the southern coastline, and they declare themselves to be -- of all things -- monastaries! It's said that the challenge of the Lord of Blades was met with respectful words and a generous offer of money for land in which his power did not run in any case. That the petition of these strange abbots was granted, and they have set about farming, and crafts-making, and have busied themselves with the decades-long task of burying the dead of the Field of Ruins.&lt;br /&gt;
&lt;br /&gt;
These very same monks, many now remember, have for some years passed through the cities and towns of Khorvaire, little noticed, for they preach no doctrine, and are as apt to be found repairing an irrigation ditch or forking loads of hay as in mediation or prayer. Humble in all things, but doughty fighters when put to it, as all attest.&lt;br /&gt;
&lt;br /&gt;
They live today in the very heart of the madness of the Mourning Lands, and if its spellwrought abominations trouble their work, they do not speak of it. No land claims them for their own, and their remoter history is unknown. The scholars of Korranberg profess themselves baffled at from whence they appeared; their notes make further reference only to an absurd legend that has its source among certain ignorant populations with which some of the monks long dwelt; these simple folk believe that the monks Fivefold Path have come across the Thunder Sea, out of the South, from Argonnessen. &lt;br /&gt;
&lt;br /&gt;
=====Who are the monks of the Fivefold Path?=====&lt;br /&gt;
&lt;br /&gt;
The followers of the Fivefold Path worship no deity, and advance no worldly ambition other than their own enlightenment, pursued via a life of study, practice, contemplation, and good works. They seek to attain perfection in the five cardinal virtues: conviction, mindfulness, industry, concentration, and understanding. Each monk pursues all the cardinal virtues, but by dint of either personal character, or the associations of their teachers, each monk also has a personal focus; an element of the path he or she is deepest in the study of. The monks are known by their foci, which are also associated with the five fundamental substances of the universe: Earth (conviction); Water (mindfulness); Fire (industry); Air (concentration), and; Void (understanding).&lt;br /&gt;
&lt;br /&gt;
===Earth Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Knowing others is wisdom;&lt;br /&gt;
&lt;br /&gt;
Knowing the self is enlightenment.&lt;br /&gt;
&lt;br /&gt;
Mastering others requires force;&lt;br /&gt;
&lt;br /&gt;
Mastering the self requires strength.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Half-Giant (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 18 (16), Int 16, Wis 10, Dex 10 (14), Con 16 (12), Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sense Motive]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: Monk of the Fivefold Path: Earth }}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]], Powerful Build|| class=&amp;quot;left&amp;quot; | –1/–1||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||3d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||3d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Knowledge|Knowledge]] (psionics), new class skill [[Sense Motive]] || class=&amp;quot;left&amp;quot; | +3/+3||3d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||3d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||3d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||3d8 (4d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||3d8 (4d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||4d8 (6d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||4d8 (6d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||4d8 (6d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[Iron Will]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||4d8 (6d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 6d8 (8d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +13 || +9 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Partition mind, New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||6d8 (8d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +14 || +9 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Snap Kick]] &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cleansing strike, New skill [[Knowledge]] (psionics)|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||6d8 (8d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +14 || +10 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Disrupting blow 1/day || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||6d8 (8d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Sanctified Mind 4)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +15 || +10 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hard to hold|| class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8/+3 ||6d8 (8d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Progression note: The build uses the optional UA rule for buying off level adjustments, in this case the Half-Giant’s +1. Between class levels 3 and 4 (ECL 4 and 5) the build is required to “buy off” the LA with an XP payment of 3,000. Because there is no simple way to reflect this finesse on the progression table, the Half-Giant’s LA +1 is simply ignored; the table should reflect the final result after the experience point cost is paid.&lt;br /&gt;
&lt;br /&gt;
Often, the use of LA races is optimizations is dicey, because there is not a fixed and definitive method under RAW for designing a balanced monster class (only the guidelines in [[Savage Species]]. However, due to the tables in [[Complete Psionic]], the common psionic races are now an exception to this. This build follows the half-giant progression table given there, which places the LA between class levels one and two, and attaches the Powerful Build characteristic to that level.&lt;br /&gt;
&lt;br /&gt;
===Water Monk===&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;The pinnacle of military deployment approaches the formless: If it is formless, then even the deepest spy cannot penetrate it, nor the wise make plans against it&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
-- Sun Tzu ''The Art of War''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class Levels:'''&lt;br /&gt;
&lt;br /&gt;
Warshaper 4&lt;br /&gt;
&lt;br /&gt;
IoDM 4&lt;br /&gt;
&lt;br /&gt;
Monk 11&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
Drunken Master 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The goal of Sea monks is mindfulness; to give the fullest attention to each moment of the present, neither regretting the past nor anxious about the future. This mindfulness and detachment from memory or prediction are key to the fluidity and improvisational genius of their fighting style. Living always in the present, attuned to the messages of their senses, their chief temptation is to sensual desire.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Grapple|Improved Grapple]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]],ECL feat ([[SRD:Improved Initiative|Improved Initiative]]), Flaw feat ([[SRD:Wild Talent|Wild Talent]]), Flaw feat ([[SRD:Great Fortitude|Great Fortitude]]), Human feat (if human) (Expeditious Dodge), +2 [[SRD:Tumble|Tumble]] ([[UA:Denying Stance|denying stance]] skill bonus)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat (Quick Reconnoiter (Complete Adventurer)) || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Disarm|Improved Disarm]], [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., ECL feat ([[SRD:Improved Natural Attack|Improved Natural Attack (unarmed strike)]], [[UA:Denying Stance|Denying Stance bonus ability]] || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Drunken Master 1)||class=&amp;quot;left&amp;quot; | +5 || +7 || +7 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Drink like a demon, [[#Improvised weapons|improvised weapons]].|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Drunken Master 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +8 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Stagger|Stagger]] || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Drunken Master 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Overchannel|Overchannel]]) || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Drunken Master 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Drunken Master 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Drunken Master 2/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Quicken Power|Quicken Power]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/ Drunken Master 2/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter) ([[SRD:Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/ Drunken Master 2/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/ Drunken Master 2/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Power Attack|Power Attack]]) || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/ Drunken Master 2/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 7/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]], ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]]) || class=&amp;quot;left&amp;quot; | +12/+12/+7/+2 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 8/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +12 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft.|| class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 9/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +15/+15/+9/+4||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 10/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6|| +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft., ECL feat ([[Superior Initiative|Superior Initiative]])|| class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 11/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic immunities|Morphic immunities]] (immune to stunning or critical hits), [[#Morphic weapons|Morphic weapons]] (increased unarmed strike damage)||class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Morphic body|Morphic body]], ECL feat ([[SRD:Alertness|Alertness]]) || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 3)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Morphic reach (+5 unarmed reach) || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4)||class=&amp;quot;left&amp;quot; | +18/+13/+8 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic healing |Morphic healing]]|| class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 1) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Legendary Wrestler|Legendary Wrestler]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 2) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing) ||class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 3) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +20/+20/+20/+15/+10 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +14 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]]) || class=&amp;quot;left&amp;quot; |+20/+20/+20/+15/+10 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fire Monk===&lt;br /&gt;
&lt;br /&gt;
'''''If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected.'''''&lt;br /&gt;
&lt;br /&gt;
- Sun Tzu, ''The Art of War.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class levels:''' &lt;br /&gt;
&lt;br /&gt;
Monk 6&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
IoDM 8&lt;br /&gt;
&lt;br /&gt;
Warshaper 1&lt;br /&gt;
&lt;br /&gt;
Dervish 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The path of the Sun monk is the most comprehensible to outsiders; the energetic practice of kindness and compassion towards all is the manner in which they explore their school's cardinal virtue, energy or industry. Being more active against evil in the world than some others, their chief temptation is to anger or malice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Power Attack|Power Attack]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat ([[SRD:Weapon Focus|Weapon Focus (unarmed strike)]]), flaw feat ([[SRD:Improved Initiative|Improved Initiative]], ECL feat (Expeditious Dodge), human feat (if human) ([[SRD:Wild Talent|Wild Talent]])|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD: Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat ([[SRD:Mobility|Mobility]])  || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Trip|Improved Trip]]), ECL feat ([[SRD: Improved Natural Attack|Improved Natural Attack]]) (unarmed strike)), [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/ Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/ Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Alertness|Alertness]])|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot;|| class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |bonus feat (psionic) ([[SRD: Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Two-Weapon Fighting|Two-Weapon Fighting]])  || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]])  || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), [[#Morphic weapons]] (increased unarmed strike damage)  || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 1) ||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +10 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dervish dance|dervish dance]] 1/day, [[#Slashing blades|slashing blades]], [[#Movement mastery|movement mastery]]|| class=&amp;quot;left&amp;quot; | +12/+12/+7/+2||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 2) ||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +10 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]), Fast movement +5ft || class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 3) ||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +11 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spring Attack, dervish dance 2/day|| class=&amp;quot;left&amp;quot; | +14/+14/+8/+8 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 4)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dance of death|dance of death]] || class=&amp;quot;left&amp;quot; | +15/+15/+10/+5/+0 ||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 5)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Superior Initiative|Superior Initiative]]), fast movement +10ft, dervish dance 3/day || class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  +2 initiative bonus || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 1)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) ||class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 2)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing),ECL feat ([[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 3)class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed damage  || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 5) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | frightful presence, ECL feat ([[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 6) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +15 || +22 || +22&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | improved evasion ||class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 7)  ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +15 || +23 || +23&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |   SR 15+IoDM class level || class=&amp;quot;left&amp;quot; | +20/+20/+15/+10/+5 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 8) ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +16 || +24 || +24&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]])  || class=&amp;quot;left&amp;quot; +20/+20/+15/+10/+5 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;A farmer's neighbors came over to offer him their sympathy after his horse ran away. &amp;quot;I'm not so sure it's a misfortune&amp;quot;, said the farmer. The neighbors left, shaking their heads.&lt;br /&gt;
&lt;br /&gt;
The next day, the farmer's horse returned, and three wild horses came home with him. The neighbors returned to congratulate the farmer on his good fortune. &amp;quot;I'm not certain that it is good fortune&amp;quot;, replied the farmer. The neighbors left, more bemused than before.&lt;br /&gt;
&lt;br /&gt;
Later that week, the farmer's son broke his leg trying to train one of the new horses, and the neighbors came by to offer condolences. &amp;quot;I'm not sure this is a misfortune&amp;quot;, said the farmer again. The neighbors left, discussing the man's mental state among themselves.&lt;br /&gt;
&lt;br /&gt;
The next day, the emperor came through, gathering up young men to be in his army. They bypassed the farmer's son, since he had a broken leg.&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The cardinal virtue of the Air school is concentration; the Sky monks seek to give their fullest attention to the object of their contemplation. Detachment and freedom characterize this school. Their chief temptation is to restlessness and worry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: Monk of the Fivefold Path: Air }}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Dodge|Dodge]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Mobility|Mobility]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 1)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +13 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Spring Attack]] &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Scorn Earth, Sidestep Charge &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[Knowledge]] (psionics)|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +14 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Opportunistic Strike|| class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 1/Elocater 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +14 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dimension step|| class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Void Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Way that can be told of is not an unvarying way;&lt;br /&gt;
&lt;br /&gt;
The names that can be named are not unvarying names.&lt;br /&gt;
&lt;br /&gt;
It was from the Nameless that Heaven and Earth sprang;&lt;br /&gt;
&lt;br /&gt;
The named is but the mother that rears the ten thousand creatures, each after its kind.&lt;br /&gt;
&lt;br /&gt;
We put thirty spokes together and call it a wheel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the wheel depends.&lt;br /&gt;
&lt;br /&gt;
We turn clay to make a vessel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the vessel depends.&lt;br /&gt;
&lt;br /&gt;
We pierce doors and windows to make a house;&lt;br /&gt;
&lt;br /&gt;
And it is on these spaces where there is nothing that the usefulness of the house depends.&lt;br /&gt;
&lt;br /&gt;
Therefore just as we take advantage of what is, we should recognize the usefulness of what is not.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- ''The Tao Te Ching''&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The Void monk is the rarest of the monks found upon the Fivefold path, and is traditionally considered to be the closest to enlightenment, though they will not make any such claims themselves. Their cardinal virtue is understanding (wisdom); their chief temptation is to doubt.&lt;br /&gt;
&lt;br /&gt;
'''Class levels:'''&lt;br /&gt;
&lt;br /&gt;
Monk 17&lt;br /&gt;
&lt;br /&gt;
Psionic Fist&lt;br /&gt;
&lt;br /&gt;
Major Djinni Bloodline&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat, flaw feat, ECL feat, human feat (if human)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Evasion|Evasion]], bloodline feat|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3rd (Monk 2/Djinni Bloodline 1) || class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Dex|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0|| +0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 3/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 4/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +1/+1||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 4/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 natural armor || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 5/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Purity of Body|Purity of Body]]|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft., ECL feat, bloodline feat|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d10||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Djinni Bloodline 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/Djinni Bloodline 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/Djinni Bloodline 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/Djinni Bloodline 3/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |||| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Djinni Bloodline 3/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Djinni Bloodline 3/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter)|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Djinni Bloodline 3/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Djinni Bloodline 3/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Djinni Bloodline 3/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Djinni Bloodline 3/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 7/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]]|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21th (Monk 8/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft., ECL feat|| class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22th (Monk 9/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 10/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]], ECL feat|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 12/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.|| class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 13/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Diamond Soul|Diamond Soul]] || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 14/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat|| class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 15/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Quivering Palm|Quivering Palm]]|| class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 16/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.|| class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 17/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]], ECL feat|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are [[SRD:Class|class]] features of the monk.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:Club|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]], [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], and [[SRD:Sling|sling]].&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields.&lt;br /&gt;
&lt;br /&gt;
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Flurry of Blows|flurry of blows]] abilities.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).&lt;br /&gt;
&lt;br /&gt;
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flurry of Blows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a [[SRD:Round|round]] at her highest [[SRD:Base Attack Bonus|base attack bonus]], but this attack takes a –2 penalty, as does each other attack made that [[SRD:Round|round]]. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on [[#Table: The Monk|Table: The Monk]]. This penalty applies for 1 [[SRD:Round|round]], so it also affects [[SRD:Attack of Opportunity|attacks of opportunity]] the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her [[SRD:Strength|Strength]] bonus (not [[SRD:Strength|Str]] bonus &amp;amp;times; 1-1/2 or &amp;amp;times;1/2) to her [[SRD:Attack Damage|damage rolls]] for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.&lt;br /&gt;
&lt;br /&gt;
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full [[SRD:Base Attack Bonus|base attack bonus]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unarmed Strike}}:''' At 1st level, a monk gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all her unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].&lt;br /&gt;
&lt;br /&gt;
A monk’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].&lt;br /&gt;
&lt;br /&gt;
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on [[#Table: The Monk|Table: The Monk]]. The unarmed damage on [[#Table: The Monk|Table: The Monk]] is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ {{#anc:Table: Monk Unarmed Damage by Size}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a monk gains immunity to poisons of all kinds.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her monk level (rounded down).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the monk’s [[SRD:Spell Resistance|spell resistance]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the monk’s level + the monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tongue of the Sun and Moon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 17th level or higher can speak with any living creature.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level, a monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Perfect Self}}:''' At 20th level, a monk becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other [[SRD:Outsider Type|outsiders]], the monk can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}}:'''At 1st level, the Drunken Master is able to use any sort of object they can handle as an improvised weapon which does (unarmed strike damage + 1d4) damage. They may not use long improvised weapons as reach weapons. An improvised weapon breaks on a natural 1 on the attack role.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}}:''' At 2nd level, the Drunken Master is able to make any sort of move (up to double his or her base move) when charging, provided their charge ends in a square from which they threaten their target. They can avoid attacks of opportunity in the course of this charge by making a DC 15 Tumble check at the outset.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dervish dance}}:''' At 1st level, the Dervish is able to take the full attack option and still move up to his or her base speed. A Dervish must move at least 5 feet between attacks, and cannot return to a square he or she just excited. If slashing weapons are used in the dance, attacks are at a +1 to hit and damage for each odd-numbered dervish level attained (note that the monk's unarmed strikes can be used as slashing weapons by means of any one of the following abilities: the warshaper's morphic weapons, the Initiate of the Draconic Mysteries claw of the dragon (2nd), or the Versatile Unarmed Strike feat (however, a character using his or her unarmed strike as a slashing weapon cannot benefit from a ''Mighty Wallop'' effect, as ''Mighty Wallop'' and ''Greater Mighty Wallop'' apply only to blugeoning weapons.) A dervish dance lasts for 1 round per two levels of Perform (dance) possessed, and the character is fatigued following a dervish dance (unless he or she has reached the 9th level of the Dervish prestige class).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Movement mastery}}:''' At 1st level, the Dervish may at any time take ten on checks for the following skills: Jump, Tumble, and Perform (dance.)&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dance of death}}:''' At 4th level, the Devish gains the benefit of the Cleave feat whilst in a dervish dance&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path</id>
		<title>Ultimate Monk (DnD Optimized Character Build)/Monks of the Fivefold Path</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path"/>
				<updated>2009-12-25T00:30:06Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Earth Monk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
===Monks of the Fivefold Path===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
Recently, the salvage parties emerging from of the Mournlands have brought with them strange tales. They say that fortresses -- modest yet sturdy keeps -- have arisen on the southern coastline, and they declare themselves to be -- of all things -- monastaries! It's said that the challenge of the Lord of Blades was met with respectful words and a generous offer of money for land in which his power did not run in any case. That the petition of these strange abbots was granted, and they have set about farming, and crafts-making, and have busied themselves with the decades-long task of burying the dead of the Field of Ruins.&lt;br /&gt;
&lt;br /&gt;
These very same monks, many now remember, have for some years passed through the cities and towns of Khorvaire, little noticed, for they preach no doctrine, and are as apt to be found repairing an irrigation ditch or forking loads of hay as in mediation or prayer. Humble in all things, but doughty fighters when put to it, as all attest.&lt;br /&gt;
&lt;br /&gt;
They live today in the very heart of the madness of the Mourning Lands, and if its spellwrought abominations trouble their work, they do not speak of it. No land claims them for their own, and their remoter history is unknown. The scholars of Korranberg profess themselves baffled at from whence they appeared; their notes make further reference only to an absurd legend that has its source among certain ignorant populations with which some of the monks long dwelt; these simple folk believe that the monks Fivefold Path have come across the Thunder Sea, out of the South, from Argonnessen. &lt;br /&gt;
&lt;br /&gt;
=====Who are the monks of the Fivefold Path?=====&lt;br /&gt;
&lt;br /&gt;
The followers of the Fivefold Path worship no deity, and advance no worldly ambition other than their own enlightenment, pursued via a life of study, practice, contemplation, and good works. They seek to attain perfection in the five cardinal virtues: conviction, mindfulness, industry, concentration, and understanding. Each monk pursues all the cardinal virtues, but by dint of either personal character, or the associations of their teachers, each monk also has a personal focus; an element of the path he or she is deepest in the study of. The monks are known by their foci, which are also associated with the five fundamental substances of the universe: Earth (conviction); Water (mindfulness); Fire (industry); Air (concentration), and; Void (understanding).&lt;br /&gt;
&lt;br /&gt;
===Earth Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Knowing others is wisdom;&lt;br /&gt;
&lt;br /&gt;
Knowing the self is enlightenment.&lt;br /&gt;
&lt;br /&gt;
Mastering others requires force;&lt;br /&gt;
&lt;br /&gt;
Mastering the self requires strength.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Half-Giant (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 18 (16), Int 16, Wis 10, Dex 10 (14), Con 16 (12), Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sense Motive]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: Monk of the Fivefold Path: Earth }}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Dodge|Dodge]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]], Powerful Build|| class=&amp;quot;left&amp;quot; | –1/–1||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||3d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||3d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Knowledge|Knowledge]] (psionics), new class skill [[Sense Motive]] || class=&amp;quot;left&amp;quot; | +3/+3||3d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||3d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||3d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||3d8 (4d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||3d8 (4d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||4d8 (6d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||4d8 (6d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||4d8 (6d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[Iron Will]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||4d8 (6d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 6d8 (8d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +13 || +9 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Partition mind, New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||6d8 (8d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +14 || +9 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Snap Kick]] &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cleansing strike, New skill [[Knowledge]] (psionics)|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||6d8 (8d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +14 || +10 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Disrupting blow 1/day || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||6d8 (8d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Sanctified Mind 4)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +15 || +10 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hard to hold|| class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8/+3 ||6d8 (8d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Progression note: The build uses the optional UA rule for buying off level adjustments, in this case the Half-Giant’s +1. Between class levels 3 and 4 (ECL 4 and 5) the build is required to “buy off” the LA with an XP payment of 3,000. Because there is no simple way to reflect this finesse on the progression table, the Half-Giant’s LA +1 is simply ignored; the table should reflect the final result after the experience point cost is paid.&lt;br /&gt;
&lt;br /&gt;
Often, the use of LA races is optimizations is dicey, because there is not a fixed and definitive method under RAW for designing a balanced monster class (only the guidelines in [[Savage Species]]. However, due to the tables in [[Complete Psionic]], the common psionic races are now an exception to this. This build follows the half-giant progression table given there, which places the LA between class levels one and two, and attaches the Powerful Build characteristic to that level.&lt;br /&gt;
&lt;br /&gt;
===Water Monk===&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;The pinnacle of military deployment approaches the formless: If it is formless, then even the deepest spy cannot penetrate it, nor the wise make plans against it&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
-- Sun Tzu ''The Art of War''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class Levels:'''&lt;br /&gt;
&lt;br /&gt;
Warshaper 4&lt;br /&gt;
&lt;br /&gt;
IoDM 4&lt;br /&gt;
&lt;br /&gt;
Monk 11&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
Drunken Master 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The goal of Sea monks is mindfulness; to give the fullest attention to each moment of the present, neither regretting the past nor anxious about the future. This mindfulness and detachment from memory or prediction are key to the fluidity and improvisational genius of their fighting style. Living always in the present, attuned to the messages of their senses, their chief temptation is to sensual desire.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Grapple|Improved Grapple]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]],ECL feat ([[SRD:Improved Initiative|Improved Initiative]]), Flaw feat ([[SRD:Wild Talent|Wild Talent]]), Flaw feat ([[SRD:Great Fortitude|Great Fortitude]]), Human feat (if human) (Expeditious Dodge), +2 [[SRD:Tumble|Tumble]] ([[UA:Denying Stance|denying stance]] skill bonus)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat (Quick Reconnoiter (Complete Adventurer)) || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Disarm|Improved Disarm]], [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., ECL feat ([[SRD:Improved Natural Attack|Improved Natural Attack (unarmed strike)]], [[UA:Denying Stance|Denying Stance bonus ability]] || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Drunken Master 1)||class=&amp;quot;left&amp;quot; | +5 || +7 || +7 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Drink like a demon, [[#Improvised weapons|improvised weapons]].|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Drunken Master 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +8 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Stagger|Stagger]] || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Drunken Master 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Overchannel|Overchannel]]) || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Drunken Master 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Drunken Master 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Drunken Master 2/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Quicken Power|Quicken Power]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/ Drunken Master 2/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter) ([[SRD:Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/ Drunken Master 2/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/ Drunken Master 2/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Power Attack|Power Attack]]) || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/ Drunken Master 2/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 7/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]], ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]]) || class=&amp;quot;left&amp;quot; | +12/+12/+7/+2 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 8/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +12 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft.|| class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 9/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +15/+15/+9/+4||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 10/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6|| +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft., ECL feat ([[Superior Initiative|Superior Initiative]])|| class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 11/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic immunities|Morphic immunities]] (immune to stunning or critical hits), [[#Morphic weapons|Morphic weapons]] (increased unarmed strike damage)||class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Morphic body|Morphic body]], ECL feat ([[SRD:Alertness|Alertness]]) || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 3)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Morphic reach (+5 unarmed reach) || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4)||class=&amp;quot;left&amp;quot; | +18/+13/+8 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic healing |Morphic healing]]|| class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 1) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Legendary Wrestler|Legendary Wrestler]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 2) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing) ||class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 3) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +20/+20/+20/+15/+10 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +14 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]]) || class=&amp;quot;left&amp;quot; |+20/+20/+20/+15/+10 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fire Monk===&lt;br /&gt;
&lt;br /&gt;
'''''If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected.'''''&lt;br /&gt;
&lt;br /&gt;
- Sun Tzu, ''The Art of War.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class levels:''' &lt;br /&gt;
&lt;br /&gt;
Monk 6&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
IoDM 8&lt;br /&gt;
&lt;br /&gt;
Warshaper 1&lt;br /&gt;
&lt;br /&gt;
Dervish 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The path of the Sun monk is the most comprehensible to outsiders; the energetic practice of kindness and compassion towards all is the manner in which they explore their school's cardinal virtue, energy or industry. Being more active against evil in the world than some others, their chief temptation is to anger or malice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Power Attack|Power Attack]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat ([[SRD:Weapon Focus|Weapon Focus (unarmed strike)]]), flaw feat ([[SRD:Improved Initiative|Improved Initiative]], ECL feat (Expeditious Dodge), human feat (if human) ([[SRD:Wild Talent|Wild Talent]])|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD: Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat ([[SRD:Mobility|Mobility]])  || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Trip|Improved Trip]]), ECL feat ([[SRD: Improved Natural Attack|Improved Natural Attack]]) (unarmed strike)), [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/ Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/ Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Alertness|Alertness]])|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot;|| class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |bonus feat (psionic) ([[SRD: Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Two-Weapon Fighting|Two-Weapon Fighting]])  || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]])  || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), [[#Morphic weapons]] (increased unarmed strike damage)  || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 1) ||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +10 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dervish dance|dervish dance]] 1/day, [[#Slashing blades|slashing blades]], [[#Movement mastery|movement mastery]]|| class=&amp;quot;left&amp;quot; | +12/+12/+7/+2||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 2) ||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +10 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]), Fast movement +5ft || class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 3) ||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +11 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spring Attack, dervish dance 2/day|| class=&amp;quot;left&amp;quot; | +14/+14/+8/+8 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 4)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dance of death|dance of death]] || class=&amp;quot;left&amp;quot; | +15/+15/+10/+5/+0 ||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 5)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Superior Initiative|Superior Initiative]]), fast movement +10ft, dervish dance 3/day || class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  +2 initiative bonus || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 1)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) ||class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 2)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing),ECL feat ([[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 3)class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed damage  || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 5) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | frightful presence, ECL feat ([[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 6) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +15 || +22 || +22&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | improved evasion ||class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 7)  ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +15 || +23 || +23&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |   SR 15+IoDM class level || class=&amp;quot;left&amp;quot; | +20/+20/+15/+10/+5 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 8) ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +16 || +24 || +24&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]])  || class=&amp;quot;left&amp;quot; +20/+20/+15/+10/+5 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;A farmer's neighbors came over to offer him their sympathy after his horse ran away. &amp;quot;I'm not so sure it's a misfortune&amp;quot;, said the farmer. The neighbors left, shaking their heads.&lt;br /&gt;
&lt;br /&gt;
The next day, the farmer's horse returned, and three wild horses came home with him. The neighbors returned to congratulate the farmer on his good fortune. &amp;quot;I'm not certain that it is good fortune&amp;quot;, replied the farmer. The neighbors left, more bemused than before.&lt;br /&gt;
&lt;br /&gt;
Later that week, the farmer's son broke his leg trying to train one of the new horses, and the neighbors came by to offer condolences. &amp;quot;I'm not sure this is a misfortune&amp;quot;, said the farmer again. The neighbors left, discussing the man's mental state among themselves.&lt;br /&gt;
&lt;br /&gt;
The next day, the emperor came through, gathering up young men to be in his army. They bypassed the farmer's son, since he had a broken leg.&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The cardinal virtue of the Air school is concentration; the Sky monks seek to give their fullest attention to the object of their contemplation. Detachment and freedom characterize this school. Their chief temptation is to restlessness and worry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: Monk of the Fivefold Path: Air }}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Dodge|Dodge]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Mobility|Mobility]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 1)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +13 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Spring Attack]] &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Scorn Earth, Sidestep Charge &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[Knowledge]] (psionics)|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +14 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Opportunistic Strike|| class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 1/Elocater 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +14 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dimension step|| class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Void Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Way that can be told of is not an unvarying way;&lt;br /&gt;
&lt;br /&gt;
The names that can be named are not unvarying names.&lt;br /&gt;
&lt;br /&gt;
It was from the Nameless that Heaven and Earth sprang;&lt;br /&gt;
&lt;br /&gt;
The named is but the mother that rears the ten thousand creatures, each after its kind.&lt;br /&gt;
&lt;br /&gt;
We put thirty spokes together and call it a wheel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the wheel depends.&lt;br /&gt;
&lt;br /&gt;
We turn clay to make a vessel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the vessel depends.&lt;br /&gt;
&lt;br /&gt;
We pierce doors and windows to make a house;&lt;br /&gt;
&lt;br /&gt;
And it is on these spaces where there is nothing that the usefulness of the house depends.&lt;br /&gt;
&lt;br /&gt;
Therefore just as we take advantage of what is, we should recognize the usefulness of what is not.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- ''The Tao Te Ching''&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The Void monk is the rarest of the monks found upon the Fivefold path, and is traditionally considered to be the closest to enlightenment, though they will not make any such claims themselves. Their cardinal virtue is understanding (wisdom); their chief temptation is to doubt.&lt;br /&gt;
&lt;br /&gt;
'''Class levels:'''&lt;br /&gt;
&lt;br /&gt;
Monk 17&lt;br /&gt;
&lt;br /&gt;
Psionic Fist&lt;br /&gt;
&lt;br /&gt;
Major Djinni Bloodline&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat, flaw feat, ECL feat, human feat (if human)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Evasion|Evasion]], bloodline feat|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3rd (Monk 2/Djinni Bloodline 1) || class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Dex|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0|| +0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 3/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 4/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +1/+1||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 4/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 natural armor || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 5/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Purity of Body|Purity of Body]]|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft., ECL feat, bloodline feat|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d10||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Djinni Bloodline 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/Djinni Bloodline 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/Djinni Bloodline 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/Djinni Bloodline 3/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |||| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Djinni Bloodline 3/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Djinni Bloodline 3/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter)|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Djinni Bloodline 3/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Djinni Bloodline 3/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Djinni Bloodline 3/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Djinni Bloodline 3/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 7/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]]|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21th (Monk 8/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft., ECL feat|| class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22th (Monk 9/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 10/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]], ECL feat|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 12/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.|| class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 13/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Diamond Soul|Diamond Soul]] || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 14/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat|| class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 15/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Quivering Palm|Quivering Palm]]|| class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 16/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.|| class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 17/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]], ECL feat|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are [[SRD:Class|class]] features of the monk.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:Club|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]], [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], and [[SRD:Sling|sling]].&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields.&lt;br /&gt;
&lt;br /&gt;
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Flurry of Blows|flurry of blows]] abilities.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).&lt;br /&gt;
&lt;br /&gt;
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flurry of Blows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a [[SRD:Round|round]] at her highest [[SRD:Base Attack Bonus|base attack bonus]], but this attack takes a –2 penalty, as does each other attack made that [[SRD:Round|round]]. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on [[#Table: The Monk|Table: The Monk]]. This penalty applies for 1 [[SRD:Round|round]], so it also affects [[SRD:Attack of Opportunity|attacks of opportunity]] the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her [[SRD:Strength|Strength]] bonus (not [[SRD:Strength|Str]] bonus &amp;amp;times; 1-1/2 or &amp;amp;times;1/2) to her [[SRD:Attack Damage|damage rolls]] for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.&lt;br /&gt;
&lt;br /&gt;
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full [[SRD:Base Attack Bonus|base attack bonus]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unarmed Strike}}:''' At 1st level, a monk gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all her unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].&lt;br /&gt;
&lt;br /&gt;
A monk’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].&lt;br /&gt;
&lt;br /&gt;
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on [[#Table: The Monk|Table: The Monk]]. The unarmed damage on [[#Table: The Monk|Table: The Monk]] is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ {{#anc:Table: Monk Unarmed Damage by Size}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a monk gains immunity to poisons of all kinds.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her monk level (rounded down).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the monk’s [[SRD:Spell Resistance|spell resistance]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the monk’s level + the monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tongue of the Sun and Moon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 17th level or higher can speak with any living creature.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level, a monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Perfect Self}}:''' At 20th level, a monk becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other [[SRD:Outsider Type|outsiders]], the monk can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}}:'''At 1st level, the Drunken Master is able to use any sort of object they can handle as an improvised weapon which does (unarmed strike damage + 1d4) damage. They may not use long improvised weapons as reach weapons. An improvised weapon breaks on a natural 1 on the attack role.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}}:''' At 2nd level, the Drunken Master is able to make any sort of move (up to double his or her base move) when charging, provided their charge ends in a square from which they threaten their target. They can avoid attacks of opportunity in the course of this charge by making a DC 15 Tumble check at the outset.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dervish dance}}:''' At 1st level, the Dervish is able to take the full attack option and still move up to his or her base speed. A Dervish must move at least 5 feet between attacks, and cannot return to a square he or she just excited. If slashing weapons are used in the dance, attacks are at a +1 to hit and damage for each odd-numbered dervish level attained (note that the monk's unarmed strikes can be used as slashing weapons by means of any one of the following abilities: the warshaper's morphic weapons, the Initiate of the Draconic Mysteries claw of the dragon (2nd), or the Versatile Unarmed Strike feat (however, a character using his or her unarmed strike as a slashing weapon cannot benefit from a ''Mighty Wallop'' effect, as ''Mighty Wallop'' and ''Greater Mighty Wallop'' apply only to blugeoning weapons.) A dervish dance lasts for 1 round per two levels of Perform (dance) possessed, and the character is fatigued following a dervish dance (unless he or she has reached the 9th level of the Dervish prestige class).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Movement mastery}}:''' At 1st level, the Dervish may at any time take ten on checks for the following skills: Jump, Tumble, and Perform (dance.)&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dance of death}}:''' At 4th level, the Devish gains the benefit of the Cleave feat whilst in a dervish dance&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path</id>
		<title>Ultimate Monk (DnD Optimized Character Build)/Monks of the Fivefold Path</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path"/>
				<updated>2009-12-25T00:26:31Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Earth Monk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
===Monks of the Fivefold Path===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
Recently, the salvage parties emerging from of the Mournlands have brought with them strange tales. They say that fortresses -- modest yet sturdy keeps -- have arisen on the southern coastline, and they declare themselves to be -- of all things -- monastaries! It's said that the challenge of the Lord of Blades was met with respectful words and a generous offer of money for land in which his power did not run in any case. That the petition of these strange abbots was granted, and they have set about farming, and crafts-making, and have busied themselves with the decades-long task of burying the dead of the Field of Ruins.&lt;br /&gt;
&lt;br /&gt;
These very same monks, many now remember, have for some years passed through the cities and towns of Khorvaire, little noticed, for they preach no doctrine, and are as apt to be found repairing an irrigation ditch or forking loads of hay as in mediation or prayer. Humble in all things, but doughty fighters when put to it, as all attest.&lt;br /&gt;
&lt;br /&gt;
They live today in the very heart of the madness of the Mourning Lands, and if its spellwrought abominations trouble their work, they do not speak of it. No land claims them for their own, and their remoter history is unknown. The scholars of Korranberg profess themselves baffled at from whence they appeared; their notes make further reference only to an absurd legend that has its source among certain ignorant populations with which some of the monks long dwelt; these simple folk believe that the monks Fivefold Path have come across the Thunder Sea, out of the South, from Argonnessen. &lt;br /&gt;
&lt;br /&gt;
=====Who are the monks of the Fivefold Path?=====&lt;br /&gt;
&lt;br /&gt;
The followers of the Fivefold Path worship no deity, and advance no worldly ambition other than their own enlightenment, pursued via a life of study, practice, contemplation, and good works. They seek to attain perfection in the five cardinal virtues: conviction, mindfulness, industry, concentration, and understanding. Each monk pursues all the cardinal virtues, but by dint of either personal character, or the associations of their teachers, each monk also has a personal focus; an element of the path he or she is deepest in the study of. The monks are known by their foci, which are also associated with the five fundamental substances of the universe: Earth (conviction); Water (mindfulness); Fire (industry); Air (concentration), and; Void (understanding).&lt;br /&gt;
&lt;br /&gt;
===Earth Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Knowing others is wisdom;&lt;br /&gt;
&lt;br /&gt;
Knowing the self is enlightenment.&lt;br /&gt;
&lt;br /&gt;
Mastering others requires force;&lt;br /&gt;
&lt;br /&gt;
Mastering the self requires strength.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Half-Giant (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sense Motive]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: Monk of the Fivefold Path: Earth }}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Dodge|Dodge]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]], Powerful Build|| class=&amp;quot;left&amp;quot; | –1/–1||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||3d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||3d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Knowledge|Knowledge]] (psionics), new class skill [[Sense Motive]] || class=&amp;quot;left&amp;quot; | +3/+3||3d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||3d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||3d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||3d8 (4d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||3d8 (4d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||4d8 (6d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||4d8 (6d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||4d8 (6d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[Iron Will]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||4d8 (6d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 6d8 (8d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +13 || +9 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Partition mind, New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||6d8 (8d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +14 || +9 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Snap Kick]] &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cleansing strike, New skill [[Knowledge]] (psionics)|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||6d8 (8d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Sanctified Mind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +14 || +10 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Disrupting blow 1/day || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||6d8 (8d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Sanctified Mind 4)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +15 || +10 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Hard to hold|| class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8/+3 ||6d8 (8d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Progression note: The build uses the optional UA rule for buying off level adjustments, in this case the Half-Giant’s +1. Between class levels 3 and 4 (ECL 4 and 5) the build is required to “buy off” the LA with an XP payment of 3,000. Because there is no simple way to reflect this finesse on the progression table, the Half-Giant’s LA +1 is simply ignored; the table should reflect the final result after the experience point cost is paid.&lt;br /&gt;
&lt;br /&gt;
Often, the use of LA races is optimizations is dicey, because there is not a fixed and definitive method under RAW for designing a balanced monster class (only the guidelines in [[Savage Species]]. However, due to the tables in [[Complete Psionic]], the common psionic races are now an exception to this. This build follows the half-giant progression table given there, which places the LA between class levels one and two, and attaches the Powerful Build characteristic to that level.&lt;br /&gt;
&lt;br /&gt;
===Water Monk===&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;The pinnacle of military deployment approaches the formless: If it is formless, then even the deepest spy cannot penetrate it, nor the wise make plans against it&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
-- Sun Tzu ''The Art of War''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class Levels:'''&lt;br /&gt;
&lt;br /&gt;
Warshaper 4&lt;br /&gt;
&lt;br /&gt;
IoDM 4&lt;br /&gt;
&lt;br /&gt;
Monk 11&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
Drunken Master 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The goal of Sea monks is mindfulness; to give the fullest attention to each moment of the present, neither regretting the past nor anxious about the future. This mindfulness and detachment from memory or prediction are key to the fluidity and improvisational genius of their fighting style. Living always in the present, attuned to the messages of their senses, their chief temptation is to sensual desire.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Grapple|Improved Grapple]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]],ECL feat ([[SRD:Improved Initiative|Improved Initiative]]), Flaw feat ([[SRD:Wild Talent|Wild Talent]]), Flaw feat ([[SRD:Great Fortitude|Great Fortitude]]), Human feat (if human) (Expeditious Dodge), +2 [[SRD:Tumble|Tumble]] ([[UA:Denying Stance|denying stance]] skill bonus)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat (Quick Reconnoiter (Complete Adventurer)) || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Disarm|Improved Disarm]], [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., ECL feat ([[SRD:Improved Natural Attack|Improved Natural Attack (unarmed strike)]], [[UA:Denying Stance|Denying Stance bonus ability]] || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Drunken Master 1)||class=&amp;quot;left&amp;quot; | +5 || +7 || +7 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Drink like a demon, [[#Improvised weapons|improvised weapons]].|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Drunken Master 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +8 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Stagger|Stagger]] || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Drunken Master 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Overchannel|Overchannel]]) || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Drunken Master 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Drunken Master 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Drunken Master 2/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Quicken Power|Quicken Power]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/ Drunken Master 2/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter) ([[SRD:Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/ Drunken Master 2/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/ Drunken Master 2/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Power Attack|Power Attack]]) || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/ Drunken Master 2/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 7/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]], ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]]) || class=&amp;quot;left&amp;quot; | +12/+12/+7/+2 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 8/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +12 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft.|| class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 9/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +15/+15/+9/+4||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 10/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6|| +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft., ECL feat ([[Superior Initiative|Superior Initiative]])|| class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 11/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic immunities|Morphic immunities]] (immune to stunning or critical hits), [[#Morphic weapons|Morphic weapons]] (increased unarmed strike damage)||class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Morphic body|Morphic body]], ECL feat ([[SRD:Alertness|Alertness]]) || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 3)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Morphic reach (+5 unarmed reach) || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4)||class=&amp;quot;left&amp;quot; | +18/+13/+8 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic healing |Morphic healing]]|| class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 1) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Legendary Wrestler|Legendary Wrestler]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 2) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing) ||class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 3) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +20/+20/+20/+15/+10 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +14 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]]) || class=&amp;quot;left&amp;quot; |+20/+20/+20/+15/+10 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fire Monk===&lt;br /&gt;
&lt;br /&gt;
'''''If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected.'''''&lt;br /&gt;
&lt;br /&gt;
- Sun Tzu, ''The Art of War.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class levels:''' &lt;br /&gt;
&lt;br /&gt;
Monk 6&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
IoDM 8&lt;br /&gt;
&lt;br /&gt;
Warshaper 1&lt;br /&gt;
&lt;br /&gt;
Dervish 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The path of the Sun monk is the most comprehensible to outsiders; the energetic practice of kindness and compassion towards all is the manner in which they explore their school's cardinal virtue, energy or industry. Being more active against evil in the world than some others, their chief temptation is to anger or malice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Power Attack|Power Attack]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat ([[SRD:Weapon Focus|Weapon Focus (unarmed strike)]]), flaw feat ([[SRD:Improved Initiative|Improved Initiative]], ECL feat (Expeditious Dodge), human feat (if human) ([[SRD:Wild Talent|Wild Talent]])|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD: Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat ([[SRD:Mobility|Mobility]])  || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Trip|Improved Trip]]), ECL feat ([[SRD: Improved Natural Attack|Improved Natural Attack]]) (unarmed strike)), [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/ Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/ Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Alertness|Alertness]])|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot;|| class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |bonus feat (psionic) ([[SRD: Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Two-Weapon Fighting|Two-Weapon Fighting]])  || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]])  || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), [[#Morphic weapons]] (increased unarmed strike damage)  || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 1) ||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +10 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dervish dance|dervish dance]] 1/day, [[#Slashing blades|slashing blades]], [[#Movement mastery|movement mastery]]|| class=&amp;quot;left&amp;quot; | +12/+12/+7/+2||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 2) ||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +10 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]), Fast movement +5ft || class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 3) ||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +11 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spring Attack, dervish dance 2/day|| class=&amp;quot;left&amp;quot; | +14/+14/+8/+8 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 4)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dance of death|dance of death]] || class=&amp;quot;left&amp;quot; | +15/+15/+10/+5/+0 ||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 5)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Superior Initiative|Superior Initiative]]), fast movement +10ft, dervish dance 3/day || class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  +2 initiative bonus || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 1)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) ||class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 2)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing),ECL feat ([[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 3)class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed damage  || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 5) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | frightful presence, ECL feat ([[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 6) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +15 || +22 || +22&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | improved evasion ||class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 7)  ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +15 || +23 || +23&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |   SR 15+IoDM class level || class=&amp;quot;left&amp;quot; | +20/+20/+15/+10/+5 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 8) ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +16 || +24 || +24&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]])  || class=&amp;quot;left&amp;quot; +20/+20/+15/+10/+5 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;A farmer's neighbors came over to offer him their sympathy after his horse ran away. &amp;quot;I'm not so sure it's a misfortune&amp;quot;, said the farmer. The neighbors left, shaking their heads.&lt;br /&gt;
&lt;br /&gt;
The next day, the farmer's horse returned, and three wild horses came home with him. The neighbors returned to congratulate the farmer on his good fortune. &amp;quot;I'm not certain that it is good fortune&amp;quot;, replied the farmer. The neighbors left, more bemused than before.&lt;br /&gt;
&lt;br /&gt;
Later that week, the farmer's son broke his leg trying to train one of the new horses, and the neighbors came by to offer condolences. &amp;quot;I'm not sure this is a misfortune&amp;quot;, said the farmer again. The neighbors left, discussing the man's mental state among themselves.&lt;br /&gt;
&lt;br /&gt;
The next day, the emperor came through, gathering up young men to be in his army. They bypassed the farmer's son, since he had a broken leg.&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The cardinal virtue of the Air school is concentration; the Sky monks seek to give their fullest attention to the object of their contemplation. Detachment and freedom characterize this school. Their chief temptation is to restlessness and worry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: Monk of the Fivefold Path: Air }}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Dodge|Dodge]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Mobility|Mobility]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 1)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +13 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Spring Attack]] &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Scorn Earth, Sidestep Charge &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[Knowledge]] (psionics)|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +14 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Opportunistic Strike|| class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 1/Elocater 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +14 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dimension step|| class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Void Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Way that can be told of is not an unvarying way;&lt;br /&gt;
&lt;br /&gt;
The names that can be named are not unvarying names.&lt;br /&gt;
&lt;br /&gt;
It was from the Nameless that Heaven and Earth sprang;&lt;br /&gt;
&lt;br /&gt;
The named is but the mother that rears the ten thousand creatures, each after its kind.&lt;br /&gt;
&lt;br /&gt;
We put thirty spokes together and call it a wheel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the wheel depends.&lt;br /&gt;
&lt;br /&gt;
We turn clay to make a vessel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the vessel depends.&lt;br /&gt;
&lt;br /&gt;
We pierce doors and windows to make a house;&lt;br /&gt;
&lt;br /&gt;
And it is on these spaces where there is nothing that the usefulness of the house depends.&lt;br /&gt;
&lt;br /&gt;
Therefore just as we take advantage of what is, we should recognize the usefulness of what is not.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- ''The Tao Te Ching''&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The Void monk is the rarest of the monks found upon the Fivefold path, and is traditionally considered to be the closest to enlightenment, though they will not make any such claims themselves. Their cardinal virtue is understanding (wisdom); their chief temptation is to doubt.&lt;br /&gt;
&lt;br /&gt;
'''Class levels:'''&lt;br /&gt;
&lt;br /&gt;
Monk 17&lt;br /&gt;
&lt;br /&gt;
Psionic Fist&lt;br /&gt;
&lt;br /&gt;
Major Djinni Bloodline&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat, flaw feat, ECL feat, human feat (if human)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Evasion|Evasion]], bloodline feat|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3rd (Monk 2/Djinni Bloodline 1) || class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Dex|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0|| +0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 3/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 4/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +1/+1||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 4/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 natural armor || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 5/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Purity of Body|Purity of Body]]|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft., ECL feat, bloodline feat|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d10||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Djinni Bloodline 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/Djinni Bloodline 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/Djinni Bloodline 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/Djinni Bloodline 3/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |||| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Djinni Bloodline 3/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Djinni Bloodline 3/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter)|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Djinni Bloodline 3/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Djinni Bloodline 3/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Djinni Bloodline 3/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Djinni Bloodline 3/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 7/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]]|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21th (Monk 8/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft., ECL feat|| class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22th (Monk 9/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 10/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]], ECL feat|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 12/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.|| class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 13/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Diamond Soul|Diamond Soul]] || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 14/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat|| class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 15/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Quivering Palm|Quivering Palm]]|| class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 16/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.|| class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 17/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]], ECL feat|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are [[SRD:Class|class]] features of the monk.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:Club|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]], [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], and [[SRD:Sling|sling]].&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields.&lt;br /&gt;
&lt;br /&gt;
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Flurry of Blows|flurry of blows]] abilities.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).&lt;br /&gt;
&lt;br /&gt;
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flurry of Blows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a [[SRD:Round|round]] at her highest [[SRD:Base Attack Bonus|base attack bonus]], but this attack takes a –2 penalty, as does each other attack made that [[SRD:Round|round]]. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on [[#Table: The Monk|Table: The Monk]]. This penalty applies for 1 [[SRD:Round|round]], so it also affects [[SRD:Attack of Opportunity|attacks of opportunity]] the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her [[SRD:Strength|Strength]] bonus (not [[SRD:Strength|Str]] bonus &amp;amp;times; 1-1/2 or &amp;amp;times;1/2) to her [[SRD:Attack Damage|damage rolls]] for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.&lt;br /&gt;
&lt;br /&gt;
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full [[SRD:Base Attack Bonus|base attack bonus]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unarmed Strike}}:''' At 1st level, a monk gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all her unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].&lt;br /&gt;
&lt;br /&gt;
A monk’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].&lt;br /&gt;
&lt;br /&gt;
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on [[#Table: The Monk|Table: The Monk]]. The unarmed damage on [[#Table: The Monk|Table: The Monk]] is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ {{#anc:Table: Monk Unarmed Damage by Size}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a monk gains immunity to poisons of all kinds.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her monk level (rounded down).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the monk’s [[SRD:Spell Resistance|spell resistance]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the monk’s level + the monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tongue of the Sun and Moon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 17th level or higher can speak with any living creature.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level, a monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Perfect Self}}:''' At 20th level, a monk becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other [[SRD:Outsider Type|outsiders]], the monk can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}}:'''At 1st level, the Drunken Master is able to use any sort of object they can handle as an improvised weapon which does (unarmed strike damage + 1d4) damage. They may not use long improvised weapons as reach weapons. An improvised weapon breaks on a natural 1 on the attack role.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}}:''' At 2nd level, the Drunken Master is able to make any sort of move (up to double his or her base move) when charging, provided their charge ends in a square from which they threaten their target. They can avoid attacks of opportunity in the course of this charge by making a DC 15 Tumble check at the outset.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dervish dance}}:''' At 1st level, the Dervish is able to take the full attack option and still move up to his or her base speed. A Dervish must move at least 5 feet between attacks, and cannot return to a square he or she just excited. If slashing weapons are used in the dance, attacks are at a +1 to hit and damage for each odd-numbered dervish level attained (note that the monk's unarmed strikes can be used as slashing weapons by means of any one of the following abilities: the warshaper's morphic weapons, the Initiate of the Draconic Mysteries claw of the dragon (2nd), or the Versatile Unarmed Strike feat (however, a character using his or her unarmed strike as a slashing weapon cannot benefit from a ''Mighty Wallop'' effect, as ''Mighty Wallop'' and ''Greater Mighty Wallop'' apply only to blugeoning weapons.) A dervish dance lasts for 1 round per two levels of Perform (dance) possessed, and the character is fatigued following a dervish dance (unless he or she has reached the 9th level of the Dervish prestige class).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Movement mastery}}:''' At 1st level, the Dervish may at any time take ten on checks for the following skills: Jump, Tumble, and Perform (dance.)&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dance of death}}:''' At 4th level, the Devish gains the benefit of the Cleave feat whilst in a dervish dance&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path</id>
		<title>Ultimate Monk (DnD Optimized Character Build)/Monks of the Fivefold Path</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path"/>
				<updated>2009-12-24T23:44:28Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Air Monk */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
===Monks of the Fivefold Path===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
Recently, the salvage parties emerging from of the Mournlands have brought with them strange tales. They say that fortresses -- modest yet sturdy keeps -- have arisen on the southern coastline, and they declare themselves to be -- of all things -- monastaries! It's said that the challenge of the Lord of Blades was met with respectful words and a generous offer of money for land in which his power did not run in any case. That the petition of these strange abbots was granted, and they have set about farming, and crafts-making, and have busied themselves with the decades-long task of burying the dead of the Field of Ruins.&lt;br /&gt;
&lt;br /&gt;
These very same monks, many now remember, have for some years passed through the cities and towns of Khorvaire, little noticed, for they preach no doctrine, and are as apt to be found repairing an irrigation ditch or forking loads of hay as in mediation or prayer. Humble in all things, but doughty fighters when put to it, as all attest.&lt;br /&gt;
&lt;br /&gt;
They live today in the very heart of the madness of the Mourning Lands, and if its spellwrought abominations trouble their work, they do not speak of it. No land claims them for their own, and their remoter history is unknown. The scholars of Korranberg profess themselves baffled at from whence they appeared; their notes make further reference only to an absurd legend that has its source among certain ignorant populations with which some of the monks long dwelt; these simple folk believe that the monks Fivefold Path have come across the Thunder Sea, out of the South, from Argonnessen. &lt;br /&gt;
&lt;br /&gt;
=====Who are the monks of the Fivefold Path?=====&lt;br /&gt;
&lt;br /&gt;
The followers of the Fivefold Path worship no deity, and advance no worldly ambition other than their own enlightenment, pursued via a life of study, practice, contemplation, and good works. They seek to attain perfection in the five cardinal virtues: conviction, mindfulness, industry, concentration, and understanding. Each monk pursues all the cardinal virtues, but by dint of either personal character, or the associations of their teachers, each monk also has a personal focus; an element of the path he or she is deepest in the study of. The monks are known by their foci, which are also associated with the five fundamental substances of the universe: Earth (conviction); Water (mindfulness); Fire (industry); Air (concentration), and; Void (understanding).&lt;br /&gt;
&lt;br /&gt;
===Earth Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Knowing others is wisdom;&lt;br /&gt;
&lt;br /&gt;
Knowing the self is enlightenment.&lt;br /&gt;
&lt;br /&gt;
Mastering others requires force;&lt;br /&gt;
&lt;br /&gt;
Mastering the self requires strength.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class Levels:'''&lt;br /&gt;
&lt;br /&gt;
Warshaper 2&lt;br /&gt;
&lt;br /&gt;
IoDM 8&lt;br /&gt;
&lt;br /&gt;
Monk 11&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The cardinal virtue of Stone monks is faith, or conviction; they are closest among those upon the Fivefold Path to accepting the universe's unfolding according to the rhythym of destiny. Contrawise, their chief temptation is to half-hearted action, or sloth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Earth Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]] (Power Attack), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], ECL feat (Improved Initiative), Flaw feat ([[SRD:Wild Talent|Wild Talent]]), Flaw feat ([[SRD:Alertness|Alertness]]), Human feat (if human) ([[SRD:Combat Reflexes|Combat Reflexes]])|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]] ([[SRD:Improved Bull Rush|Improved Bull Rush]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat (Flying Kick)|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]] ([[SRD:Improved Overrun|Improved Overrun]]), [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., ECL feat ([[SRD: Improved Natural Attack|Improved Natural Attack (unarmed strike)]]) || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +5 || +7 || +7 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot;| Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) || class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Warshaper 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +8 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic body (+4 Str, +4 Con) || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/ Warshaper 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Quicken Power|Quicken Power]])|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Warshaper 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Warshaper 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Warshaper 2/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Overchannel|Overchannel]])|| class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/ Warshaper 2/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter) ([[SRD:Expanded Knowledge|Expanded Knowledge]])|| class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/ Warshaper 2/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/ Warshaper 2/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat (Shock Trooper)|| class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/ Warshaper 2/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 7/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]], ECL feat (Up the Walls)|| class=&amp;quot;left&amp;quot; | +12/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 8/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +12 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft.|| class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 1d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 9/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +15/+15/+9/+4||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 10/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6|| +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft., ECL feat ([[SRD:Superior Initiative|Superior Initiative]]|| class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 11/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 1) ||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) ||class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 2) ||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Dire Charge|Dire Charge]]) || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 3) ||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +18/+13/+8 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 5) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot;| frightful presence, ECL feat ([[SRD:Improved Grapple|Improved Grapple]])  || class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 6) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing) ||class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 7) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | SR: 15 + IoDM level || class=&amp;quot;left&amp;quot; | +20/+20/+20/+15/+10 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 8) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +14 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Legendary Wrestler|Legendary Wrestler]]) || class=&amp;quot;left&amp;quot; +20/+20/+20/+15/+10 ||2d10||+3||+50 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Water Monk===&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;The pinnacle of military deployment approaches the formless: If it is formless, then even the deepest spy cannot penetrate it, nor the wise make plans against it&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
-- Sun Tzu ''The Art of War''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class Levels:'''&lt;br /&gt;
&lt;br /&gt;
Warshaper 4&lt;br /&gt;
&lt;br /&gt;
IoDM 4&lt;br /&gt;
&lt;br /&gt;
Monk 11&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
Drunken Master 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The goal of Sea monks is mindfulness; to give the fullest attention to each moment of the present, neither regretting the past nor anxious about the future. This mindfulness and detachment from memory or prediction are key to the fluidity and improvisational genius of their fighting style. Living always in the present, attuned to the messages of their senses, their chief temptation is to sensual desire.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Grapple|Improved Grapple]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]],ECL feat ([[SRD:Improved Initiative|Improved Initiative]]), Flaw feat ([[SRD:Wild Talent|Wild Talent]]), Flaw feat ([[SRD:Great Fortitude|Great Fortitude]]), Human feat (if human) (Expeditious Dodge), +2 [[SRD:Tumble|Tumble]] ([[UA:Denying Stance|denying stance]] skill bonus)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat (Quick Reconnoiter (Complete Adventurer)) || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Disarm|Improved Disarm]], [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., ECL feat ([[SRD:Improved Natural Attack|Improved Natural Attack (unarmed strike)]], [[UA:Denying Stance|Denying Stance bonus ability]] || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Drunken Master 1)||class=&amp;quot;left&amp;quot; | +5 || +7 || +7 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Drink like a demon, [[#Improvised weapons|improvised weapons]].|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Drunken Master 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +8 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Stagger|Stagger]] || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Drunken Master 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Overchannel|Overchannel]]) || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Drunken Master 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Drunken Master 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Drunken Master 2/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Quicken Power|Quicken Power]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/ Drunken Master 2/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter) ([[SRD:Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/ Drunken Master 2/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/ Drunken Master 2/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Power Attack|Power Attack]]) || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/ Drunken Master 2/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 7/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]], ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]]) || class=&amp;quot;left&amp;quot; | +12/+12/+7/+2 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 8/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +12 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft.|| class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 9/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +15/+15/+9/+4||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 10/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6|| +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft., ECL feat ([[Superior Initiative|Superior Initiative]])|| class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 11/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic immunities|Morphic immunities]] (immune to stunning or critical hits), [[#Morphic weapons|Morphic weapons]] (increased unarmed strike damage)||class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Morphic body|Morphic body]], ECL feat ([[SRD:Alertness|Alertness]]) || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 3)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Morphic reach (+5 unarmed reach) || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4)||class=&amp;quot;left&amp;quot; | +18/+13/+8 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic healing |Morphic healing]]|| class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 1) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Legendary Wrestler|Legendary Wrestler]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 2) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing) ||class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 3) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +20/+20/+20/+15/+10 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +14 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]]) || class=&amp;quot;left&amp;quot; |+20/+20/+20/+15/+10 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fire Monk===&lt;br /&gt;
&lt;br /&gt;
'''''If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected.'''''&lt;br /&gt;
&lt;br /&gt;
- Sun Tzu, ''The Art of War.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class levels:''' &lt;br /&gt;
&lt;br /&gt;
Monk 6&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
IoDM 8&lt;br /&gt;
&lt;br /&gt;
Warshaper 1&lt;br /&gt;
&lt;br /&gt;
Dervish 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The path of the Sun monk is the most comprehensible to outsiders; the energetic practice of kindness and compassion towards all is the manner in which they explore their school's cardinal virtue, energy or industry. Being more active against evil in the world than some others, their chief temptation is to anger or malice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Power Attack|Power Attack]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat ([[SRD:Weapon Focus|Weapon Focus (unarmed strike)]]), flaw feat ([[SRD:Improved Initiative|Improved Initiative]], ECL feat (Expeditious Dodge), human feat (if human) ([[SRD:Wild Talent|Wild Talent]])|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD: Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat ([[SRD:Mobility|Mobility]])  || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Trip|Improved Trip]]), ECL feat ([[SRD: Improved Natural Attack|Improved Natural Attack]]) (unarmed strike)), [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/ Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/ Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Alertness|Alertness]])|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot;|| class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |bonus feat (psionic) ([[SRD: Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Two-Weapon Fighting|Two-Weapon Fighting]])  || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]])  || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), [[#Morphic weapons]] (increased unarmed strike damage)  || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 1) ||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +10 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dervish dance|dervish dance]] 1/day, [[#Slashing blades|slashing blades]], [[#Movement mastery|movement mastery]]|| class=&amp;quot;left&amp;quot; | +12/+12/+7/+2||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 2) ||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +10 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]), Fast movement +5ft || class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 3) ||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +11 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spring Attack, dervish dance 2/day|| class=&amp;quot;left&amp;quot; | +14/+14/+8/+8 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 4)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dance of death|dance of death]] || class=&amp;quot;left&amp;quot; | +15/+15/+10/+5/+0 ||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 5)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Superior Initiative|Superior Initiative]]), fast movement +10ft, dervish dance 3/day || class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  +2 initiative bonus || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 1)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) ||class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 2)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing),ECL feat ([[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 3)class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed damage  || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 5) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | frightful presence, ECL feat ([[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 6) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +15 || +22 || +22&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | improved evasion ||class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 7)  ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +15 || +23 || +23&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |   SR 15+IoDM class level || class=&amp;quot;left&amp;quot; | +20/+20/+15/+10/+5 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 8) ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +16 || +24 || +24&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]])  || class=&amp;quot;left&amp;quot; +20/+20/+15/+10/+5 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;A farmer's neighbors came over to offer him their sympathy after his horse ran away. &amp;quot;I'm not so sure it's a misfortune&amp;quot;, said the farmer. The neighbors left, shaking their heads.&lt;br /&gt;
&lt;br /&gt;
The next day, the farmer's horse returned, and three wild horses came home with him. The neighbors returned to congratulate the farmer on his good fortune. &amp;quot;I'm not certain that it is good fortune&amp;quot;, replied the farmer. The neighbors left, more bemused than before.&lt;br /&gt;
&lt;br /&gt;
Later that week, the farmer's son broke his leg trying to train one of the new horses, and the neighbors came by to offer condolences. &amp;quot;I'm not sure this is a misfortune&amp;quot;, said the farmer again. The neighbors left, discussing the man's mental state among themselves.&lt;br /&gt;
&lt;br /&gt;
The next day, the emperor came through, gathering up young men to be in his army. They bypassed the farmer's son, since he had a broken leg.&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The cardinal virtue of the Air school is concentration; the Sky monks seek to give their fullest attention to the object of their contemplation. Detachment and freedom characterize this school. Their chief temptation is to restlessness and worry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: Monk of the Fivefold Path: Air }}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Dodge|Dodge]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Mobility|Mobility]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 1)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +13 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Spring Attack]] &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Scorn Earth, Sidestep Charge &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[Knowledge]] (psionics)|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1/Elocater 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +14 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Opportunistic Strike|| class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 1/Elocater 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +14 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Dimension step|| class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Void Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Way that can be told of is not an unvarying way;&lt;br /&gt;
&lt;br /&gt;
The names that can be named are not unvarying names.&lt;br /&gt;
&lt;br /&gt;
It was from the Nameless that Heaven and Earth sprang;&lt;br /&gt;
&lt;br /&gt;
The named is but the mother that rears the ten thousand creatures, each after its kind.&lt;br /&gt;
&lt;br /&gt;
We put thirty spokes together and call it a wheel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the wheel depends.&lt;br /&gt;
&lt;br /&gt;
We turn clay to make a vessel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the vessel depends.&lt;br /&gt;
&lt;br /&gt;
We pierce doors and windows to make a house;&lt;br /&gt;
&lt;br /&gt;
And it is on these spaces where there is nothing that the usefulness of the house depends.&lt;br /&gt;
&lt;br /&gt;
Therefore just as we take advantage of what is, we should recognize the usefulness of what is not.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- ''The Tao Te Ching''&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The Void monk is the rarest of the monks found upon the Fivefold path, and is traditionally considered to be the closest to enlightenment, though they will not make any such claims themselves. Their cardinal virtue is understanding (wisdom); their chief temptation is to doubt.&lt;br /&gt;
&lt;br /&gt;
'''Class levels:'''&lt;br /&gt;
&lt;br /&gt;
Monk 17&lt;br /&gt;
&lt;br /&gt;
Psionic Fist&lt;br /&gt;
&lt;br /&gt;
Major Djinni Bloodline&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat, flaw feat, ECL feat, human feat (if human)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Evasion|Evasion]], bloodline feat|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3rd (Monk 2/Djinni Bloodline 1) || class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Dex|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0|| +0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 3/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 4/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +1/+1||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 4/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 natural armor || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 5/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Purity of Body|Purity of Body]]|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft., ECL feat, bloodline feat|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d10||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Djinni Bloodline 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/Djinni Bloodline 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/Djinni Bloodline 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/Djinni Bloodline 3/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |||| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Djinni Bloodline 3/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Djinni Bloodline 3/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter)|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Djinni Bloodline 3/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Djinni Bloodline 3/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Djinni Bloodline 3/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Djinni Bloodline 3/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 7/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]]|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21th (Monk 8/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft., ECL feat|| class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22th (Monk 9/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 10/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]], ECL feat|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 12/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.|| class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 13/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Diamond Soul|Diamond Soul]] || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 14/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat|| class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 15/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Quivering Palm|Quivering Palm]]|| class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 16/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.|| class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 17/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]], ECL feat|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are [[SRD:Class|class]] features of the monk.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:Club|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]], [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], and [[SRD:Sling|sling]].&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields.&lt;br /&gt;
&lt;br /&gt;
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Flurry of Blows|flurry of blows]] abilities.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).&lt;br /&gt;
&lt;br /&gt;
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flurry of Blows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a [[SRD:Round|round]] at her highest [[SRD:Base Attack Bonus|base attack bonus]], but this attack takes a –2 penalty, as does each other attack made that [[SRD:Round|round]]. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on [[#Table: The Monk|Table: The Monk]]. This penalty applies for 1 [[SRD:Round|round]], so it also affects [[SRD:Attack of Opportunity|attacks of opportunity]] the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her [[SRD:Strength|Strength]] bonus (not [[SRD:Strength|Str]] bonus &amp;amp;times; 1-1/2 or &amp;amp;times;1/2) to her [[SRD:Attack Damage|damage rolls]] for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.&lt;br /&gt;
&lt;br /&gt;
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full [[SRD:Base Attack Bonus|base attack bonus]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unarmed Strike}}:''' At 1st level, a monk gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all her unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].&lt;br /&gt;
&lt;br /&gt;
A monk’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].&lt;br /&gt;
&lt;br /&gt;
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on [[#Table: The Monk|Table: The Monk]]. The unarmed damage on [[#Table: The Monk|Table: The Monk]] is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ {{#anc:Table: Monk Unarmed Damage by Size}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a monk gains immunity to poisons of all kinds.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her monk level (rounded down).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the monk’s [[SRD:Spell Resistance|spell resistance]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the monk’s level + the monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tongue of the Sun and Moon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 17th level or higher can speak with any living creature.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level, a monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Perfect Self}}:''' At 20th level, a monk becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other [[SRD:Outsider Type|outsiders]], the monk can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}}:'''At 1st level, the Drunken Master is able to use any sort of object they can handle as an improvised weapon which does (unarmed strike damage + 1d4) damage. They may not use long improvised weapons as reach weapons. An improvised weapon breaks on a natural 1 on the attack role.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}}:''' At 2nd level, the Drunken Master is able to make any sort of move (up to double his or her base move) when charging, provided their charge ends in a square from which they threaten their target. They can avoid attacks of opportunity in the course of this charge by making a DC 15 Tumble check at the outset.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dervish dance}}:''' At 1st level, the Dervish is able to take the full attack option and still move up to his or her base speed. A Dervish must move at least 5 feet between attacks, and cannot return to a square he or she just excited. If slashing weapons are used in the dance, attacks are at a +1 to hit and damage for each odd-numbered dervish level attained (note that the monk's unarmed strikes can be used as slashing weapons by means of any one of the following abilities: the warshaper's morphic weapons, the Initiate of the Draconic Mysteries claw of the dragon (2nd), or the Versatile Unarmed Strike feat (however, a character using his or her unarmed strike as a slashing weapon cannot benefit from a ''Mighty Wallop'' effect, as ''Mighty Wallop'' and ''Greater Mighty Wallop'' apply only to blugeoning weapons.) A dervish dance lasts for 1 round per two levels of Perform (dance) possessed, and the character is fatigued following a dervish dance (unless he or she has reached the 9th level of the Dervish prestige class).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Movement mastery}}:''' At 1st level, the Dervish may at any time take ten on checks for the following skills: Jump, Tumble, and Perform (dance.)&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dance of death}}:''' At 4th level, the Devish gains the benefit of the Cleave feat whilst in a dervish dance&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path</id>
		<title>Ultimate Monk (DnD Optimized Character Build)/Monks of the Fivefold Path</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Monk_(DnD_Optimized_Character_Build)/Monks_of_the_Fivefold_Path"/>
				<updated>2009-12-24T23:38:40Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Who are the monks of the Fivefold Path? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
===Monks of the Fivefold Path===&lt;br /&gt;
&lt;br /&gt;
====Introduction====&lt;br /&gt;
&lt;br /&gt;
Recently, the salvage parties emerging from of the Mournlands have brought with them strange tales. They say that fortresses -- modest yet sturdy keeps -- have arisen on the southern coastline, and they declare themselves to be -- of all things -- monastaries! It's said that the challenge of the Lord of Blades was met with respectful words and a generous offer of money for land in which his power did not run in any case. That the petition of these strange abbots was granted, and they have set about farming, and crafts-making, and have busied themselves with the decades-long task of burying the dead of the Field of Ruins.&lt;br /&gt;
&lt;br /&gt;
These very same monks, many now remember, have for some years passed through the cities and towns of Khorvaire, little noticed, for they preach no doctrine, and are as apt to be found repairing an irrigation ditch or forking loads of hay as in mediation or prayer. Humble in all things, but doughty fighters when put to it, as all attest.&lt;br /&gt;
&lt;br /&gt;
They live today in the very heart of the madness of the Mourning Lands, and if its spellwrought abominations trouble their work, they do not speak of it. No land claims them for their own, and their remoter history is unknown. The scholars of Korranberg profess themselves baffled at from whence they appeared; their notes make further reference only to an absurd legend that has its source among certain ignorant populations with which some of the monks long dwelt; these simple folk believe that the monks Fivefold Path have come across the Thunder Sea, out of the South, from Argonnessen. &lt;br /&gt;
&lt;br /&gt;
=====Who are the monks of the Fivefold Path?=====&lt;br /&gt;
&lt;br /&gt;
The followers of the Fivefold Path worship no deity, and advance no worldly ambition other than their own enlightenment, pursued via a life of study, practice, contemplation, and good works. They seek to attain perfection in the five cardinal virtues: conviction, mindfulness, industry, concentration, and understanding. Each monk pursues all the cardinal virtues, but by dint of either personal character, or the associations of their teachers, each monk also has a personal focus; an element of the path he or she is deepest in the study of. The monks are known by their foci, which are also associated with the five fundamental substances of the universe: Earth (conviction); Water (mindfulness); Fire (industry); Air (concentration), and; Void (understanding).&lt;br /&gt;
&lt;br /&gt;
===Earth Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;Knowing others is wisdom;&lt;br /&gt;
&lt;br /&gt;
Knowing the self is enlightenment.&lt;br /&gt;
&lt;br /&gt;
Mastering others requires force;&lt;br /&gt;
&lt;br /&gt;
Mastering the self requires strength.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class Levels:'''&lt;br /&gt;
&lt;br /&gt;
Warshaper 2&lt;br /&gt;
&lt;br /&gt;
IoDM 8&lt;br /&gt;
&lt;br /&gt;
Monk 11&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The cardinal virtue of Stone monks is faith, or conviction; they are closest among those upon the Fivefold Path to accepting the universe's unfolding according to the rhythym of destiny. Contrawise, their chief temptation is to half-hearted action, or sloth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Earth Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]] (Power Attack), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], ECL feat (Improved Initiative), Flaw feat ([[SRD:Wild Talent|Wild Talent]]), Flaw feat ([[SRD:Alertness|Alertness]]), Human feat (if human) ([[SRD:Combat Reflexes|Combat Reflexes]])|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]] ([[SRD:Improved Bull Rush|Improved Bull Rush]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat (Flying Kick)|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Bonus Feat]] ([[SRD:Improved Overrun|Improved Overrun]]), [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., ECL feat ([[SRD: Improved Natural Attack|Improved Natural Attack (unarmed strike)]]) || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +5 || +7 || +7 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot;| Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) || class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Warshaper 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +8 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic body (+4 Str, +4 Con) || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/ Warshaper 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Quicken Power|Quicken Power]])|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Warshaper 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Warshaper 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Warshaper 2/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Overchannel|Overchannel]])|| class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/ Warshaper 2/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter) ([[SRD:Expanded Knowledge|Expanded Knowledge]])|| class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/ Warshaper 2/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/ Warshaper 2/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat (Shock Trooper)|| class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/ Warshaper 2/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 7/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]], ECL feat (Up the Walls)|| class=&amp;quot;left&amp;quot; | +12/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 8/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +12 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft.|| class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 1d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 9/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +15/+15/+9/+4||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 10/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6|| +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft., ECL feat ([[SRD:Superior Initiative|Superior Initiative]]|| class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 11/ Warshaper 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 1) ||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) ||class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 2) ||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Dire Charge|Dire Charge]]) || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 3) ||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +18/+13/+8 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 5) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot;| frightful presence, ECL feat ([[SRD:Improved Grapple|Improved Grapple]])  || class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 6) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing) ||class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 7) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | SR: 15 + IoDM level || class=&amp;quot;left&amp;quot; | +20/+20/+20/+15/+10 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 11/ Warshaper 2/Psionic Fist 9/ Initiate of the Dragonic Mysteries 8) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +14 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Legendary Wrestler|Legendary Wrestler]]) || class=&amp;quot;left&amp;quot; +20/+20/+20/+15/+10 ||2d10||+3||+50 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Water Monk===&lt;br /&gt;
&lt;br /&gt;
'''''&amp;quot;The pinnacle of military deployment approaches the formless: If it is formless, then even the deepest spy cannot penetrate it, nor the wise make plans against it&amp;quot;'''''&lt;br /&gt;
&lt;br /&gt;
-- Sun Tzu ''The Art of War''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class Levels:'''&lt;br /&gt;
&lt;br /&gt;
Warshaper 4&lt;br /&gt;
&lt;br /&gt;
IoDM 4&lt;br /&gt;
&lt;br /&gt;
Monk 11&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
Drunken Master 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The goal of Sea monks is mindfulness; to give the fullest attention to each moment of the present, neither regretting the past nor anxious about the future. This mindfulness and detachment from memory or prediction are key to the fluidity and improvisational genius of their fighting style. Living always in the present, attuned to the messages of their senses, their chief temptation is to sensual desire.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Grapple|Improved Grapple]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]],ECL feat ([[SRD:Improved Initiative|Improved Initiative]]), Flaw feat ([[SRD:Wild Talent|Wild Talent]]), Flaw feat ([[SRD:Great Fortitude|Great Fortitude]]), Human feat (if human) (Expeditious Dodge), +2 [[SRD:Tumble|Tumble]] ([[UA:Denying Stance|denying stance]] skill bonus)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat (Quick Reconnoiter (Complete Adventurer)) || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Disarm|Improved Disarm]], [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., ECL feat ([[SRD:Improved Natural Attack|Improved Natural Attack (unarmed strike)]], [[UA:Denying Stance|Denying Stance bonus ability]] || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Drunken Master 1)||class=&amp;quot;left&amp;quot; | +5 || +7 || +7 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Drink like a demon, [[#Improvised weapons|improvised weapons]].|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Drunken Master 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +8 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Stagger|Stagger]] || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Drunken Master 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Overchannel|Overchannel]]) || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Drunken Master 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Drunken Master 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Drunken Master 2/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Quicken Power|Quicken Power]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/ Drunken Master 2/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter) ([[SRD:Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/ Drunken Master 2/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/ Drunken Master 2/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Power Attack|Power Attack]]) || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/ Drunken Master 2/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 7/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]], ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]]) || class=&amp;quot;left&amp;quot; | +12/+12/+7/+2 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 8/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +12 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft.|| class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 9/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +15/+15/+9/+4||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 10/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6|| +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft., ECL feat ([[Superior Initiative|Superior Initiative]])|| class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 11/ Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic immunities|Morphic immunities]] (immune to stunning or critical hits), [[#Morphic weapons|Morphic weapons]] (increased unarmed strike damage)||class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 2)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Morphic body|Morphic body]], ECL feat ([[SRD:Alertness|Alertness]]) || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 3)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Morphic reach (+5 unarmed reach) || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4)||class=&amp;quot;left&amp;quot; | +18/+13/+8 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Morphic healing |Morphic healing]]|| class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 1) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Legendary Wrestler|Legendary Wrestler]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 2) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing) ||class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 3) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +20/+20/+20/+15/+10 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 11/ Drunken Master 2/Psionic Fist 9/Warshaper 4/Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +20/+15/+10 || +14 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]]) || class=&amp;quot;left&amp;quot; |+20/+20/+20/+15/+10 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fire Monk===&lt;br /&gt;
&lt;br /&gt;
'''''If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected.'''''&lt;br /&gt;
&lt;br /&gt;
- Sun Tzu, ''The Art of War.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class levels:''' &lt;br /&gt;
&lt;br /&gt;
Monk 6&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
IoDM 8&lt;br /&gt;
&lt;br /&gt;
Warshaper 1&lt;br /&gt;
&lt;br /&gt;
Dervish 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The path of the Sun monk is the most comprehensible to outsiders; the energetic practice of kindness and compassion towards all is the manner in which they explore their school's cardinal virtue, energy or industry. Being more active against evil in the world than some others, their chief temptation is to anger or malice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Power Attack|Power Attack]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat ([[SRD:Weapon Focus|Weapon Focus (unarmed strike)]]), flaw feat ([[SRD:Improved Initiative|Improved Initiative]], ECL feat (Expeditious Dodge), human feat (if human) ([[SRD:Wild Talent|Wild Talent]])|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD: Combat Reflexes|Combat Reflexes]]), [[#Evasion|Evasion]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat ([[SRD:Mobility|Mobility]])  || class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 6)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Improved Trip|Improved Trip]]), ECL feat ([[SRD: Improved Natural Attack|Improved Natural Attack]]) (unarmed strike)), [[#Slow Fall|Slow Fall]] 30 ft. [[#Slow Fall|Slow Fall]] 40 ft., || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/ Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/ Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Alertness|Alertness]])|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot;|| class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |bonus feat (psionic) ([[SRD: Up the Walls|Up the Walls]]) || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Two-Weapon Fighting|Two-Weapon Fighting]])  || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat ([[SRD:Expanded Knowledge|Expanded Knowledge]])  || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), [[#Morphic weapons]] (increased unarmed strike damage)  || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 1) ||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +10 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dervish dance|dervish dance]] 1/day, [[#Slashing blades|slashing blades]], [[#Movement mastery|movement mastery]]|| class=&amp;quot;left&amp;quot; | +12/+12/+7/+2||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 2) ||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +10 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]), Fast movement +5ft || class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 3) ||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +11 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Spring Attack, dervish dance 2/day|| class=&amp;quot;left&amp;quot; | +14/+14/+8/+8 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 4)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Dance of death|dance of death]] || class=&amp;quot;left&amp;quot; | +15/+15/+10/+5/+0 ||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21st (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 5)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Superior Initiative|Superior Initiative]]), fast movement +10ft, dervish dance 3/day || class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22nd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  +2 initiative bonus || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 1)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) ||class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 2)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | claws of the dragon (unarmed strikes may be treated as slashing),ECL feat ([[SRD:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +17/+17/+12/+7/+2 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 3)class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +20 || +20&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | keen senses (darkvision 60 ft. and low-light vision) || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 4) ||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed damage  || class=&amp;quot;left&amp;quot; | +18/+18/+13/+8/+3 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 5) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +14 || +21 || +21&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | frightful presence, ECL feat ([[SRD:Perfect Two-Weapon Fighting|Perfect Two-Weapon Fighting]]) || class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 6) ||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +15 || +22 || +22&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | improved evasion ||class=&amp;quot;left&amp;quot; | +19/+19/+14/+9/+4 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 7)  ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +15 || +23 || +23&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |   SR 15+IoDM class level || class=&amp;quot;left&amp;quot; | +20/+20/+15/+10/+5 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 6/Psionic Fist 9/ Warshaper 1/Dervish 6/ Initiate of the Dragonic Mysteries 8) ||class=&amp;quot;left&amp;quot; | +21/+16/+11/+6 || +16 || +24 || +24&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | increased unarmed combat damage, ECL feat ([[SRD:Improved Combat Reflexes|Improved Combat Reflexes]])  || class=&amp;quot;left&amp;quot; +20/+20/+15/+10/+5 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Air Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;A farmer's neighbors came over to offer him their sympathy after his horse ran away. &amp;quot;I'm not so sure it's a misfortune&amp;quot;, said the farmer. The neighbors left, shaking their heads.&lt;br /&gt;
&lt;br /&gt;
The next day, the farmer's horse returned, and three wild horses came home with him. The neighbors returned to congratulate the farmer on his good fortune. &amp;quot;I'm not certain that it is good fortune&amp;quot;, replied the farmer. The neighbors left, more bemused than before.&lt;br /&gt;
&lt;br /&gt;
Later that week, the farmer's son broke his leg trying to train one of the new horses, and the neighbors came by to offer condolences. &amp;quot;I'm not sure this is a misfortune&amp;quot;, said the farmer again. The neighbors left, discussing the man's mental state among themselves.&lt;br /&gt;
&lt;br /&gt;
The next day, the emperor came through, gathering up young men to be in his army. They bypassed the farmer's son, since he had a broken leg.&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The cardinal virtue of the Air school is concentration; the Sky monks seek to give their fullest attention to the object of their contemplation. Detachment and freedom characterize this school. Their chief temptation is to restlessness and worry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Class Levels:'''&lt;br /&gt;
&lt;br /&gt;
Warshaper 1&lt;br /&gt;
&lt;br /&gt;
Monk 13&lt;br /&gt;
&lt;br /&gt;
Psionic Fist 9&lt;br /&gt;
&lt;br /&gt;
Elocater 1&lt;br /&gt;
&lt;br /&gt;
Drunken Master 4&lt;br /&gt;
&lt;br /&gt;
Bloodline Levels 2&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Dodge|Dodge]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], ECL feat ([[SRD:Wild Talent|Wild Talent]]), flaw feat ([[SRD:Improved Initiative|Improved Initiative]]), flaw feat ([[SRD:Combat Reflexes|Combat Reflexes]]), +2 Escape Artist (Cobra Strike bonus)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Mobility|Mobility]]), [[#Evasion|Evasion]], +2 Dodge (bloodline bonus)|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Monk 3)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat ([[SRD:Deflect Arrows|Deflect Arrows]])|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 4)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft., bloodline feat ([[SRD:Great Fortitude|Great Fortitude]])|| class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 5)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 5/Bloodline 1) ||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Dex || class=&amp;quot;left&amp;quot; | +2/+2||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 6/ Bloodline 1)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]] ([[SRD:Spring Attack|Spring Attack]]), [[#Slow Fall|Slow Fall]] 30 ft., ECL feat ([[SRD:Improved Natural Attack|Improved Natural Attack (unarmed strike)]]), +2 Dodge bonus (Cobra strike style bonus) || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/ Bloodline 1/Drunken Master 1)||class=&amp;quot;left&amp;quot; | +5 || +7 || +7 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Drink like a demon, [[#Improvised weapons|improvised weapons]], ''[[SRD:Pyrotechnics|Pyrotechnics]]'' 1/day ([[SRD:Sp|Sp]])|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/ Bloodline 1/Drunken Master 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +8 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Stagger|stagger]] || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/ Bloodline 1/Drunken Master 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +6/+1 || +8 || +10 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Overchannel|Overchannel]]), [[SRD:Fire Elemental|Fire elemental]] affinity +2&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +5/+5/+0||1d8||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/ Bloodline 1/Drunken Master 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot;|| class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/ Bloodline 2/Drunken Master 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +7/+2 || +8 || +11 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot;| Bloodline feat ([[SRD:Quicken Power|Quicken Power]]) || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/ Bloodline 2/Drunken Master 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +11 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/ Bloodline 2/Drunken Master 2/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |+2 on [[SRD:Listen Skill|Listen]] checks, ECL feat () || class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/ Bloodline 2/Drunken Master 2/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +12 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic) ([[SRD:Up the Walls|Up the Walls]])|| class=&amp;quot;left&amp;quot; | +8/+8/+3||1d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/ Bloodline 2/Drunken Master 2/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +13 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Resistance to Energy|Resistance]] to [[SRD:Fire Effect|fire]] 10 ([[SRD:Ex|Ex]]) || class=&amp;quot;left&amp;quot; | +9/+9/+4||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/ Bloodline 2/Drunken Master 2/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +13 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat ([[SRD:Expanded Knowledge]]) || class=&amp;quot;left&amp;quot; | +10/+10/+5/+0||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/ Bloodline 2/Drunken Master 2/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +14 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[SRD:Constitution|Constitution]] +1 || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/ Bloodline 2/Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +11 || +14 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||2d6||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 7/Bloodline 2/Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +14 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]], Bloodline feat ([[SRD:Run|Run]]), ECL feat ([[SRD:Speed of Thought|Speed of Thought]] || class=&amp;quot;left&amp;quot; | +12/+12/+7/+2 ||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21th (Monk 8/ Bloodline 2/Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +14 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft.|| class=&amp;quot;left&amp;quot; | +13/+13/+8/+3 1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22th (Monk 9/ Bloodline 2/Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +15/+9/+4 || +12 || +15 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +15/+15/+9/+4||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 10/Bloodline 2/Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6|| +12 || +15 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft., ECL feat ([[SRD:Superior Initiative|Superior Initiative]])|| class=&amp;quot;left&amp;quot; | +16/+16/+11/+6||2d8||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/ Bloodline 2/Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +16/+11/+6 || +13 || +16 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]]|| class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6||2d10||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 12/Bloodline 2/Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +13 || +16 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.||class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 13/Bloodline 2/Drunken Master 2/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +17/+12/+7 || +14 || +17 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Soul|Diamond Soul]], ECL feat ([[SRD:Epic Speed|Epic Speed]]) || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7 ||2d10||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 13/Bloodline 2/Drunken Master 2/Psionic Fist 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +14 || +17 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Morphic immunities (immune to stunning or critical hits), Morphic weapons (increased unarmed strike damage) || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 13/Bloodline 2/Drunken Master 2/Psionic Fist 9/Warshaper 1/Elocater 1)||class=&amp;quot;left&amp;quot; | +18/+13/+8 || +15 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | elocater feat ([[SRD:Sidestep Charge|Sidestep Charge]], [[#Scorn the earth|scorn the earth]] || class=&amp;quot;left&amp;quot; | +18/+18/+18/+13/+8 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 13/Bloodline 2/Drunken Master 3/Psionic Fist 9/Warshaper 1/Elocater 1) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +15 || +18 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Sway|sway]], ECL feat ([[SRD: Improved Combat Reflexes|Improved Combat Reflexes]])|| class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 13/ Bloodline 2/Drunken Master 4/Psionic Fist 9/Warshaper 1/ Elocater 1) ||class=&amp;quot;left&amp;quot; | +19/+14/+9 || +16 || +19 || +19&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | May use reach improvised weapons ||class=&amp;quot;left&amp;quot; | +19/+19/+19/+14/+9 ||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Void Monk===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;The Way that can be told of is not an unvarying way;&lt;br /&gt;
&lt;br /&gt;
The names that can be named are not unvarying names.&lt;br /&gt;
&lt;br /&gt;
It was from the Nameless that Heaven and Earth sprang;&lt;br /&gt;
&lt;br /&gt;
The named is but the mother that rears the ten thousand creatures, each after its kind.&lt;br /&gt;
&lt;br /&gt;
We put thirty spokes together and call it a wheel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the wheel depends.&lt;br /&gt;
&lt;br /&gt;
We turn clay to make a vessel;&lt;br /&gt;
&lt;br /&gt;
But it is on the space where there is nothing that the usefulness of the vessel depends.&lt;br /&gt;
&lt;br /&gt;
We pierce doors and windows to make a house;&lt;br /&gt;
&lt;br /&gt;
And it is on these spaces where there is nothing that the usefulness of the house depends.&lt;br /&gt;
&lt;br /&gt;
Therefore just as we take advantage of what is, we should recognize the usefulness of what is not.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-- ''The Tao Te Ching''&lt;br /&gt;
&lt;br /&gt;
'''Personality and concerns:'''&lt;br /&gt;
&lt;br /&gt;
The Void monk is the rarest of the monks found upon the Fivefold path, and is traditionally considered to be the closest to enlightenment, though they will not make any such claims themselves. Their cardinal virtue is understanding (wisdom); their chief temptation is to doubt.&lt;br /&gt;
&lt;br /&gt;
'''Class levels:'''&lt;br /&gt;
&lt;br /&gt;
Monk 17&lt;br /&gt;
&lt;br /&gt;
Psionic Fist&lt;br /&gt;
&lt;br /&gt;
Major Djinni Bloodline&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Monk 1) || class=&amp;quot;left&amp;quot; | +0 || +2 || +2 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], flaw feat, flaw feat, ECL feat, human feat (if human)|| class=&amp;quot;left&amp;quot; | –2/–2||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Monk 2)|| class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Evasion|Evasion]], bloodline feat|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3rd (Monk 2/Djinni Bloodline 1) || class=&amp;quot;left&amp;quot; | +1 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Dex|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0|| +0 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Monk 3/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +2 || +3 || +3 || +3&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Still Mind|Still Mind]], ECL feat|| class=&amp;quot;left&amp;quot; | +0/+0||1d6||+0||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Monk 4/Djinni Bloodline 1)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Magic), [[#Slow Fall|Slow Fall]] 20 ft.|| class=&amp;quot;left&amp;quot; | +1/+1||1d8||+1||+10 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Monk 4/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +4 || +4 || +4&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 natural armor || class=&amp;quot;left&amp;quot; | +3/+3||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Monk 5/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +3 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Purity of Body|Purity of Body]]|| class=&amp;quot;left&amp;quot; | +4/+4||1d8||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Monk 6/Djinni Bloodline 2)||class=&amp;quot;left&amp;quot; | +4 || +5 || +5 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Bonus Feat|Monk Bonus Feat]], [[#Slow Fall|Slow Fall]] 30 ft., ECL feat, bloodline feat|| class=&amp;quot;left&amp;quot; | +5/+5/+0||1d10||+1||+20 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Monk 6/Djinni Bloodline 2/Psionic Fist 1)||class=&amp;quot;left&amp;quot; | +5 || +5 || +7 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +6/+6/+1||1d10||+1||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Monk 6/Djinni Bloodline 2/Psionic Fist 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +5 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +7/+7/+2||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Monk 6/Djinni Bloodline 2/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Monk 6/Djinni Bloodline 3/Psionic Fist 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +6 || +8 || +8&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |||| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Monk 6/Djinni Bloodline 3/Psionic Fist 4)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Monk 6/Djinni Bloodline 3/Psionic Fist 5)||class=&amp;quot;left&amp;quot; | +8/+3 || +6 || +9 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | bonus feat (psionic or fighter)|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Monk 6/Djinni Bloodline 3/Psionic Fist 6)||class=&amp;quot;left&amp;quot; | +9/+4 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Monk 6/Djinni Bloodline 3/Psionic Fist 7)||class=&amp;quot;left&amp;quot; | +10/+5 || +7 || +10 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Monk 6/Djinni Bloodline 3/Psionic Fist 8)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +7 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Monk 6/Djinni Bloodline 3/Psionic Fist 9)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +8 || +11 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |ECL feat || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Monk 6/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Monk 7/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +8 || +12 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Wholeness of Body|Wholeness of Body]]|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|21th (Monk 8/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Slow Fall|Slow Fall]] 40 ft., ECL feat|| class=&amp;quot;left&amp;quot; | +8/+8/+8/+3||1d10||+2||+30 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|22th (Monk 9/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +9 || +13 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Improved Evasion|Improved Evasion]]|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|23rd (Monk 10/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Lawful), [[#Slow Fall|Slow Fall]] 50 ft.|| class=&amp;quot;left&amp;quot; | +9/+9/+9/+4||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|24th (Monk 11/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +10 || +14 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Diamond Body|Diamond Body]], [[#Flurry of Blows|Greater Flurry]], ECL feat|| class=&amp;quot;left&amp;quot; | +10/+10/+10/+5||2d6||+2||+40 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|25th (Monk 12/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Abundant Step|Abundant Step]], [[#Slow Fall|Slow Fall]] 60 ft.|| class=&amp;quot;left&amp;quot; | +11/+11/+11/+6/+1||2d6||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|26th (Monk 13/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +15 || +15&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[#Diamond Soul|Diamond Soul]] || class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|27th (Monk 14/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +18/+13/+8/+3 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | ECL feat|| class=&amp;quot;left&amp;quot; | +12/+12/+12/+7/+2||2d8||+3||+50 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|28th (Monk 15/Djinni Bloodline 3/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +12 || +16 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Quivering Palm|Quivering Palm]]|| class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|29th (Monk 16/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +19/+14/+9/+4 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Ki Strike|''Ki'' Strike]] (Adamantine), [[#Slow Fall|Slow Fall]] 80 ft.|| class=&amp;quot;left&amp;quot; | +14/+14/+14/+9/+4||2d8||+3||+60 ft.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|30th (Monk 17/Djinni Bloodline 2/Psionic Fist 10)||class=&amp;quot;left&amp;quot; | +20/+15/+10/+5 || +13 || +17 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[#Timeless Body|Timeless Body]], [[#Tongue of the Sun and Moon|Tongue of the Sun and Moon]], ECL feat|| class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||2d10||+4||+60 ft.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;10&amp;quot; class=&amp;quot;foot&amp;quot; |&lt;br /&gt;
# The value shown is for Medium monks. See [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]] for monks of all sizes.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;42&amp;quot; class=&amp;quot;skill&amp;quot; |&lt;br /&gt;
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &amp;amp;times;4 at 1st level)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (arcana) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Perform Skill|Perform]] ([[SRD:Charisma|Cha]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Class Features====&lt;br /&gt;
&lt;br /&gt;
All of the following are [[SRD:Class|class]] features of the monk.&lt;br /&gt;
&lt;br /&gt;
'''Weapon and Armor Proficiency:''' Monks are proficient with [[SRD:Club|club]], crossbow ([[SRD:Light Crossbow|light]] or [[SRD:Heavy Crossbow|heavy]]), [[SRD:Dagger|dagger]], [[SRD:Handaxe|handaxe]], [[SRD:Javelin|javelin]], [[SRD:Kama|kama]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]], [[SRD:Shuriken|shuriken]], [[SRD:Siangham|siangham]], and [[SRD:Sling|sling]].&lt;br /&gt;
&lt;br /&gt;
Monks are not proficient with any armor or shields.&lt;br /&gt;
&lt;br /&gt;
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her [[#AC Bonus|AC bonus]], as well as her [[#Fast Movement|fast movement]] and [[#Flurry of Blows|flurry of blows]] abilities.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:[[SRD:AC|AC]] Bonus}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored and unencumbered, the monk adds her [[SRD:Wisdom|Wisdom]] bonus (if any) to her [[SRD:AC|AC]]. In addition, a monk gains a +1 bonus to [[SRD:AC|AC]] at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).&lt;br /&gt;
&lt;br /&gt;
These bonuses to [[SRD:AC|AC]] apply even against [[SRD:Touch Attack|touch attacks]] or when the monk is [[SRD:Flat-Footed|flat-footed]]. She loses these bonuses when she is immobilized or [[SRD:Helpless|helpless]], when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Flurry of Blows}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a [[SRD:Round|round]] at her highest [[SRD:Base Attack Bonus|base attack bonus]], but this attack takes a –2 penalty, as does each other attack made that [[SRD:Round|round]]. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on [[#Table: The Monk|Table: The Monk]]. This penalty applies for 1 [[SRD:Round|round]], so it also affects [[SRD:Attack of Opportunity|attacks of opportunity]] the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her [[SRD:Strength|Strength]] bonus (not [[SRD:Strength|Str]] bonus &amp;amp;times; 1-1/2 or &amp;amp;times;1/2) to her [[SRD:Attack Damage|damage rolls]] for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.&lt;br /&gt;
&lt;br /&gt;
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.&lt;br /&gt;
&lt;br /&gt;
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full [[SRD:Base Attack Bonus|base attack bonus]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Unarmed Strike}}:''' At 1st level, a monk gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus [[SRD:Feats|feat]]. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full [[SRD:Strength|Strength]] bonus on [[SRD:Attack Damage|damage rolls]] for all her unarmed strikes.&lt;br /&gt;
&lt;br /&gt;
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal [[SRD:Nonlethal Damage|nonlethal damage]] instead with no penalty on her [[SRD:Attack Roll|attack roll]]. She has the same choice to deal lethal or [[SRD:Nonlethal Damage|nonlethal damage]] while [[SRD:Grappling|grappling]].&lt;br /&gt;
&lt;br /&gt;
A monk’s [[SRD:Unarmed Strike|unarmed strike]] is treated both as a manufactured weapon and a [[SRD:Natural Weapon|natural weapon]] for the purpose of spells and effects that enhance or improve either manufactured weapons or [[SRD:Natural Weapon|natural weapons]].&lt;br /&gt;
&lt;br /&gt;
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on [[#Table: The Monk|Table: The Monk]]. The unarmed damage on [[#Table: The Monk|Table: The Monk]] is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see [[#Table: Monk Unarmed Damage by Size|Table: Monk Unarmed Damage by Size]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+ {{#anc:Table: Monk Unarmed Damage by Size}}&lt;br /&gt;
|-&lt;br /&gt;
! Level || Fine || Diminutive || Tiny || Small || Medium || Large || Huge || Gargantuan || Colossal&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st–3rd || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th–7th || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th–11th || 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th–15th || 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th–19th || 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 || 4d8 || 6d8 || 8d8&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th || 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Wholeness of Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 7th level or higher, a monk can heal her own wounds. She can heal a number of [[SRD:Hit Points|hit points]] of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] monk does not gain the benefit of improved evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 11th level, a monk gains immunity to poisons of all kinds.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Abundant Step}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 12th level or higher, a monk can slip magically between spaces, as if using the spell ''[[SRD:Dimension Door|dimension door]]'', once per day. Her [[SRD:Caster Level|caster level]] for this effect is one-half her monk level (rounded down).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Diamond Soul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, a monk gains [[SRD:Spell Resistance and Spell Immunity#Spell Resistance (Ex)|spell resistance]] equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the monk’s [[SRD:Spell Resistance|spell resistance]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Quivering Palm}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her [[SRD:Attack Roll|attack roll]]. [[SRD:Construct Type|Constructs]], [[SRD:Ooze Type|oozes]], [[SRD:Plant Type|plants]], [[SRD:Undead Type|undead]], [[SRD:Incorporeal Subtype|incorporeal]] creatures, and creatures immune to [[SRD:Critical Hit|critical hits]] cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a [[SRD:Free Actions|free action]]), and unless the target makes a [[SRD:Saving Throw|Fortitude]] [[SRD:Saving Throw|saving throw]] ([[SRD:DC|DC]] 10 + 1/2 the monk’s level + the monk’s [[SRD:Wisdom|Wis]] modifier), it dies. If the [[SRD:Saving Throw|saving throw]] is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Tongue of the Sun and Moon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 17th level or higher can speak with any living creature.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Empty Body}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level, a monk gains the ability to assume an ethereal state for 1 [[SRD:Round|round]] per monk level per day, as though using the spell ''[[SRD:etherealness (Spell)|etherealness]]''. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Perfect Self}}:''' At 20th level, a monk becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other [[SRD:Outsider Type|outsiders]], the monk can still be brought back from the [[SRD:Dead|dead]] as if she were a member of her previous creature type.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}}:'''At 1st level, the Drunken Master is able to use any sort of object they can handle as an improvised weapon which does (unarmed strike damage + 1d4) damage. They may not use long improvised weapons as reach weapons. An improvised weapon breaks on a natural 1 on the attack role.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}}:''' At 2nd level, the Drunken Master is able to make any sort of move (up to double his or her base move) when charging, provided their charge ends in a square from which they threaten their target. They can avoid attacks of opportunity in the course of this charge by making a DC 15 Tumble check at the outset.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dervish dance}}:''' At 1st level, the Dervish is able to take the full attack option and still move up to his or her base speed. A Dervish must move at least 5 feet between attacks, and cannot return to a square he or she just excited. If slashing weapons are used in the dance, attacks are at a +1 to hit and damage for each odd-numbered dervish level attained (note that the monk's unarmed strikes can be used as slashing weapons by means of any one of the following abilities: the warshaper's morphic weapons, the Initiate of the Draconic Mysteries claw of the dragon (2nd), or the Versatile Unarmed Strike feat (however, a character using his or her unarmed strike as a slashing weapon cannot benefit from a ''Mighty Wallop'' effect, as ''Mighty Wallop'' and ''Greater Mighty Wallop'' apply only to blugeoning weapons.) A dervish dance lasts for 1 round per two levels of Perform (dance) possessed, and the character is fatigued following a dervish dance (unless he or she has reached the 9th level of the Dervish prestige class).&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Movement mastery}}:''' At 1st level, the Dervish may at any time take ten on checks for the following skills: Jump, Tumble, and Perform (dance.)&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Dance of death}}:''' At 4th level, the Devish gains the benefit of the Cleave feat whilst in a dervish dance&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-24T23:32:01Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/24/09&lt;br /&gt;
|status=In progress&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Eberron Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad)&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
[[Unapproachable East]] Battle Jump&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
Ring of the Greater Mighty Wallop&lt;br /&gt;
&lt;br /&gt;
Torc of Power Preservation&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-24T23:31:31Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/24/09&lt;br /&gt;
|status=In progress&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Ebberon Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad)&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
[[Unapproachable East]] Battle Jump&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
Ring of the Greater Mighty Wallop&lt;br /&gt;
&lt;br /&gt;
Torc of Power Preservation&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-24T23:29:44Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Progression (3.5E) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/24/09&lt;br /&gt;
|status=In progress&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Ebberon Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad)&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
[[Unapproachable East]] Battle Jump&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-24T23:28:17Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Progression (3.5E) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/24/09&lt;br /&gt;
|status=In progress&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Ebberon Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad)&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
[[Unapproachable East]] Battle Jump&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
'''Rule Variants:''' fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79), martial arts styles (Unearthed Arcana).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-24T23:27:17Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Progression (3.5E) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/24/09&lt;br /&gt;
|status=In progress&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Ebberon Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad)&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
[[Unapproachable East]] Battle Jump&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Mindhunter}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-24T20:10:27Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/24/09&lt;br /&gt;
|status=In progress&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Ebberon Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashatar racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad)&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
[[Unapproachable East]] Battle Jump&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
&lt;br /&gt;
* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
&lt;br /&gt;
*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
&lt;br /&gt;
* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
&lt;br /&gt;
The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)</id>
		<title>Ultimate Mindhunter (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ultimate_Mindhunter_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-24T20:07:29Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: New page:   --&amp;gt; {{author |author_name=S1Q3T3 |date_created=12/24/09 |status=In progress  }}  == Introduction ==  Among the more dramatically interesting ideas presented in the [[Ebberon Campaign Set...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/24/09&lt;br /&gt;
|status=In progress&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Among the more dramatically interesting ideas presented in the [[Ebberon Campaign Setting]] was that of the Dreaming Dark, a cabal of extraplanar psionic villians, and their ongoing struggle against those who opposed them. Unfortunately, all of the prestige classes offered for those specializing in opposing the Quori (Quori mindhunter, Atavist, the kalashator racial substitution levels) were long on concept but short on benefits. While juggling various options for optimizing monks, I realized I had the makings of a more potent variation on that theme.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Complete Psionic]] (Synad)&lt;br /&gt;
[[Complete Warrior]] (Warshaper prestige class)&lt;br /&gt;
[[Secrets of Sarlona]] (Tashalatora feat)&lt;br /&gt;
[[Races of the Dragon]] (Dragonborn)&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger, Carmendine Monk feat)&lt;br /&gt;
[[Tome of Battle]] (Superior Unarmed Strike feat)&lt;br /&gt;
[[Unapproachable East]] Battle Jump&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Soulmelds, Stances, etc... ===&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Monk's Belt&lt;br /&gt;
&lt;br /&gt;
== Progression (3.5E)==&lt;br /&gt;
&lt;br /&gt;
'''Race:''' Dragonborn Synad (aspect: wings)&lt;br /&gt;
&lt;br /&gt;
'''Abilities (32 point buy):''' Str 14, Int 16, Wis 12, Dex 14, Con 14, Cha 8.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Traits|Traits]]: Quick, Aggressive.&lt;br /&gt;
&lt;br /&gt;
[[UA:Character Flaws|Flaws]]: Murky-eyed, Shaky.&lt;br /&gt;
&lt;br /&gt;
'''Region:''' Taer (or equivalent).&lt;br /&gt;
&lt;br /&gt;
Rule Variants: fractional BAB (Unearthed Arcana), flaws and traits (Unearthed Arcana, p 86), alternative skill system (“Maximum Ranks, Limited Choices”) (Unearthed Arcana, p79).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Skills]] (ECL 1): [[Jump]], [[Tumble]] (cross-class), [[Balance]] (cross-class), [[Sleight of Hand]] (cross-class), [[Listen]], [[Spot]], [[Hide]], [[Move Silently]], [[Knowledge]] (dungeoneering).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
&amp;lt;div&amp;gt;{{#anc:Table: The Ultimate Monk}}&amp;lt;/div&amp;gt;&lt;br /&gt;
[[SRD:Hit Dice|Hit Die]]: d8&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[BAB|Base&amp;lt;br/&amp;gt;Attack Bonus]]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | [[SRD:Saving Throw|Saving Throw]]s&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Special&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Flurry of Blows|Flurry of Blows]]&amp;lt;br/&amp;gt;Attack Bonus&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Unarmed&amp;lt;br/&amp;gt;Damage&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#AC Bonus|AC&amp;lt;br/&amp;gt;Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | [[#Fast Movement|Unarmored&amp;lt;br/&amp;gt;Speed Bonus]]&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Power Points/Day&lt;br /&gt;
|- {{#vardefine:odd|0}}&lt;br /&gt;
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|1st (Ranger 1) || class=&amp;quot;left&amp;quot; | +1 || +2 || +2 || +0&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  Battle Jump (flaw), [[SRD:Up the Walls|Up the Walls]] (flaw) [[SRD:Improved Initiative|Improved Initiative]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Track|Track]]|| class=&amp;quot;left&amp;quot; | –2/–2||1d3||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|2nd (Ranger 1/Monk 1) || class=&amp;quot;left&amp;quot; | +1 || +4 || +4 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |  [[SRD:Improved Grapple|Improved Grapple]] ([[#Bonus Feat|Monk Bonus Feat]]), [[SRD: Improved Unarmed Strike|Improved Unarmed Strike]] ([[#Bonus Feat|Monk Bonus Feat]]), [[#Flurry of Blows|Flurry of Blows]], [[#Unarmed Strike|Unarmed Strike]], New skill [[SRD: Concentration| Concentration]], New class skill [[SRD:Tumble|Tumble]]|| class=&amp;quot;left&amp;quot; | –1/–1||1d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|3th (Fangshields Ranger 2/Monk 1)||class=&amp;quot;left&amp;quot; | +2 || +5 || +5 || +2&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Ascetic Hunter&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[SRD:Improved Natural Attack|Improved Natural Attack]] &amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt; || class=&amp;quot;left&amp;quot; | +0/+0||1d8||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|4th (Fangshields Ranger 2/Monk 2)||class=&amp;quot;left&amp;quot; | +3 || +6 || +6 || +5&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | +1 Int, Monastic Training (Slayer) &amp;lt; sup&amp;gt;B&amp;lt;/sup&amp;gt;, new class skill [[Balance]], [[#Evasion|Evasion]] ||class=&amp;quot;left&amp;quot; | +1/+1||2d6||+0||+0 ft.||0&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|5th (Fangshields Ranger 2/Monk2/Erudite 1)||class=&amp;quot;left&amp;quot; | +4 || +6 || +6 || +7&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | [[Psicrystal Affinity|Psicrystal Affinity]] (Nimble)&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, Practiced Manifester ([[Complete Psionic]])&amp;lt;sup&amp;gt;B&amp;lt;/sup&amp;gt;, New skill [[SRD:Autohypnosis|Autohypnosis]]  || class=&amp;quot;left&amp;quot; | +2/+2||2d6||+0||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|6th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 1)||class=&amp;quot;left&amp;quot; | +5 || +6 || +6 || +9&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Carmendine Monk&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Favored enemy +2, enemy sense, New skill [[SRD:Psicraft|Psicraft]] || class=&amp;quot;left&amp;quot; | +3/+3||2d6||+||+0 ft.||2&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|7th (Fangshields Ranger 2/Monk2/Erudite 1/Slayer 2)||class=&amp;quot;left&amp;quot; | +6/+1 || +6 || +6 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Brain nausea ||class=&amp;quot;left&amp;quot; | +4/+4/-1||2d6||+0||+0 ft.||6&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|8th (Ranger 2/Monk2/Erudite 1/Slayer 3)||class=&amp;quot;left&amp;quot; | +7/+2 || +7 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Lucid buffer || class=&amp;quot;left&amp;quot; | +5/+5/+0||2d6||+0||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|9th (Ranger 2/Monk2/Erudite 1/Slayer 3/Warshaper 1)||class=&amp;quot;left&amp;quot; | +7/+2 || +9 || +7 || +10&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Tashalatora &amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, [[#Morphic immunities|Morphic immunities]], [[#Morphic weapons|Morphic weapons]], improved flurry (-1 to hit), new skill [[Disguise]] || class=&amp;quot;left&amp;quot; | +6/+6/+1||2d8 (3d8 in altered form)||+1||+0 ft.||11&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|10th (Ranger 2/Monk2/Erudite 1/Slayer 4/Warshaper 1)||class=&amp;quot;left&amp;quot; | +8/+3 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Favored enemy +4  || class=&amp;quot;left&amp;quot; | +7/+7/+2||2d8 (3d8 in altered form)||+1||+0 ft.||17&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|11th (Ranger 2/Monk2/Erudite 1/Slayer 5/Warshaper 1)||class=&amp;quot;left&amp;quot; | +9/+4 || +9 || +7 || +11&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +8/+8/+3||2d8 (3d8 in altered form)||+1||+0 ft.||25&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|12th (Ranger 2/Monk2/Erudite 1/Slayer 6/Warshaper 1)||class=&amp;quot;left&amp;quot; | +10/+5 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Superior Unarmed Strike&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral blind|| class=&amp;quot;left&amp;quot; | +9/+9/+4||3d8 (4d8 in altered form) ||+1||+0 ft.||35&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|13th (Ranger 2/Monk2/Erudite 1/Slayer 7/Warshaper 1)||class=&amp;quot;left&amp;quot; | +11/+6/+1 || +10 || +8 || +12&lt;br /&gt;
| class=&amp;quot;left&amp;quot; || Favored enemy +6, improved flurry (no attack penalty) || class=&amp;quot;left&amp;quot; | +11/+11/+6/+1||3d8 (4d8 in altered form) ||+1||+0 ft.||46&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|14th (Ranger 2/Monk2/Erudite 1/Slayer 8/Warshaper 1)||class=&amp;quot;left&amp;quot; | +12/+7/+2 || +10 || +8 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |Breach power resistance|| class=&amp;quot;left&amp;quot; | +7/+7/+2||3d8 (4d8 in altered form) ||+2||+0 ft.||58&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|15th (Ranger 2/Monk2/Erudite 1/Slayer 9/Warshaper 1)||class=&amp;quot;left&amp;quot; | +13/+8/+3 || +11 || +9 || +13&lt;br /&gt;
| class=&amp;quot;left&amp;quot; |[[SRD:Overchannel|Overchannel]]&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Cerebral immunity, Greater flurry || class=&amp;quot;left&amp;quot; | +13/+13/+13/+8/+3  ||3d8 (4d8 in altered form) ||+2||+0 ft.||72&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|16th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1)||class=&amp;quot;left&amp;quot; | +14/+9/+4 || +11 || +9 || +14&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Blast feedback, favored enemy +8 || class=&amp;quot;left&amp;quot; | +9/+9/+4|| 4d8 (6d8 in altered form) ||+2||+0 ft.||88&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|17th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 1)||class=&amp;quot;left&amp;quot; | +15/+10/+5 || +11 || +11 || +16&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Read thoughts|Read thoughts]], New skill [[SRD:Bluff|Bluff]], new class skill [[Sleight of Hand]] || class=&amp;quot;left&amp;quot; | +15/+15/+15/+10/+5||4d8 (6d8 in altered form) ||+2||+0 ft.||106&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|18th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 2)||class=&amp;quot;left&amp;quot; | +16/+11/+6/+1 || +11 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | Snap Kick ([[Tome of Battle]])&amp;lt;sup&amp;gt;ECL&amp;lt;/sup&amp;gt;, Sneak attack +1d6 || class=&amp;quot;left&amp;quot; | +16/+16/+16/+11/+6/+1||4d8 (6d8 in altered form) ||+2||+0 ft.||45&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|19th (Ranger 2/Monk2/Erudite 1/Slayer 10/Warshaper 1/Shadowmind 3)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +12 || +12 || +17&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | add power [[SRD:Cloud mind|Cloud mind]] || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||126&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|20th (Ranger 2/Monk2/Erudite 1/Slayer 10/Shadowmind 4)||class=&amp;quot;left&amp;quot; | +17/+12/+7/+2 || +11 || +12 || +18&lt;br /&gt;
| class=&amp;quot;left&amp;quot; | || class=&amp;quot;left&amp;quot; | +17/+17/+17/+12/+7/+2 ||4d8 (6d8 in altered form) ||+2||+0 ft.||147&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Bonus Feat}}:''' At 1st level, a monk may select either [[SRD:Improved Grapple|Improved Grapple]] or [[SRD:Stunning Fist|Stunning Fist]] as a bonus [[SRD:Feats|feat]]. At 2nd level, she may select either [[SRD:Combat Reflexes|Combat Reflexes]] or [[SRD:Deflect Arrows|Deflect Arrows]] as a bonus [[SRD:Feats|feat]]. At 6th level, she may select either [[SRD:Improved Disarm|Improved Disarm]] or [[SRD:Improved Trip|Improved Trip]] as a bonus [[SRD:Feats|feat]]. A monk need not have any of the prerequisites normally required for these [[SRD:Feats|feats]] to select them.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level or higher if a monk makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A [[SRD:Helpless|helpless]] monk does not gain the benefit of evasion.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a monk gains an enhancement bonus to her speed, as shown on [[#Table: The Monk|Table: The Monk]]. A monk in armor or carrying a medium or heavy load loses this extra speed.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Still Mind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A monk of 3rd level or higher gains a +2 bonus on [[SRD:Saving Throw|saving throws]] against spells and effects from the school of enchantment.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:''Ki'' Strike}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 4th level, a monk’s unarmed attacks are empowered with ''ki.'' Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. ''Ki'' strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Slow Fall}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Purity of Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Improvised weapons}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 1st level, any object used as an improvised weapon by the monk does his or her unarmed strike damage +1d4. Additionally, the monk is exempt for the normal -4 penalty to hit when using improvised weapons.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Drink like a demon}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 1st level, the Drunken Master gains combat bonuses after drinking a number of alcoholic drinks (the maximum number benefited from being equal to his or her class level, and each portion being equivalent in alcohol content to a bottle of wine). Each drink takes one move action and grants +2 to [[Strength]] or [[Constitution]] but -2 to [[Intelligence]] and [[Charisma]].&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Stagger}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level, the Drunken Master gains the ability to charge in any pattern (i.e., not just in a striaght line) and, with a successful DC 15 [[Tumble]] check, is immune from attacks of opportunity whilst doing so.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic weapons}}:''' At 1st level, a Warshaper is able to reshape an shapeshifting form's natural weapons (including the monk's unarmed strike), increasing the damage dealt as if the character were one size larger.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic immunities}}:''' At 1st level, a Warshaper is immune to critical hits and stunning while in altered form.&lt;br /&gt;
&lt;br /&gt;
'''{{#anc:Morphic body}}:''' At 2nd level, a Warshaper enjoys +4 to Str and +4 Con while in altered form. &lt;br /&gt;
&lt;br /&gt;
'''Gameplay notes:''' The combination of the Battle Jumper feat (dropping from five feet above a foe is treated as a charge and does double damage) and the [[Up the Walls]] feat is very powerful, allowing you to move freely and still conclude with a charge, provided there is a wall handy.&lt;br /&gt;
&lt;br /&gt;
Note that while taking the dragonborn option loses the Synad his power points and psionic abilities, a dragonborn retains their type and subtype, so the Synad remains a psionic race and is eligible to take psionic feats at ECL 1.&lt;br /&gt;
&lt;br /&gt;
At 6 HD, the dragonborn with the aspect (wings) gains a charge attack that does double damage when used with a pierce weapon. Use a spiked gauntlet to add the piercing descriptor to your unarmed strike. This charge attack is useful against very large creatures who it is difficult to get the drop on (literally) as required by the Battle Jumper feat.&lt;br /&gt;
&lt;br /&gt;
If you can free up a feat slot (Snap Kick is the only one where I see wiggle room) you can perform a sneaky maneuver to recover the Synad's multitasking ability, which is lost by taking the dragonborn option. Since you are treated as a member of your original race for the purposes of feat selection, you can select the Improved Synad Multitasking feat ([[Complete Psionic]]) regardless of the fact that you do not have the original ability. Generally, the feats in [[Complete Psionic]] have the race as a prerequisite, but not the ability itself, so this tactic works for other races, like a dragonborn Elan.&lt;br /&gt;
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=== Other Components ===&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;br /&gt;
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== Highlights ==&lt;br /&gt;
&lt;br /&gt;
*BAB: +17&lt;br /&gt;
&lt;br /&gt;
*Manifester level: 17th&lt;br /&gt;
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* Monk unarmed base damage in altered form (M size, no magic): 6d8&lt;br /&gt;
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*With Greater flurry and Snap Kick, 7 attacks per round.&lt;br /&gt;
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* Total immunity to scrying and mind-altering magic.&lt;br /&gt;
&lt;br /&gt;
'Nuff said. The build allows you to be a warrior, a first-rate caster, a sneaker and a skills monkey. With a few levels under his or her belt, the build would make an excellent solo adventure.&lt;br /&gt;
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== Munchkin-Size Me ==&lt;br /&gt;
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Coming soon!&lt;br /&gt;
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== Side Notes ==&lt;br /&gt;
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Coming soon!&lt;br /&gt;
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=== Limitations ===&lt;br /&gt;
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Like any character, the build is less effective in an antimagic field or similar. &lt;br /&gt;
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The build's ranged attacks are less effective due to the flaws selected at first level. His tactics will generally emphasize closing with the enemy and striking, and when he can't get to the enemy, he will be less effective.&lt;br /&gt;
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=== DM Counters ===&lt;br /&gt;
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Coming soon!&lt;br /&gt;
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=== Miscellaneous ===&lt;br /&gt;
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Coming soon!&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[Dungeons and Dragons]] &amp;amp;rarr; [[3.5e Optimized Character Builds|Optimized Character Builds]]&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Talk:Champion_of_the_Forest_(3.5e_Optimized_Character_Build)</id>
		<title>Talk:Champion of the Forest (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Talk:Champion_of_the_Forest_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-12-24T17:38:07Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Thoughts==&lt;br /&gt;
&lt;br /&gt;
Great build. I think you want the Ascetic Hunter feat in there somewhere, unless bear warrior is somehow stacking with your monk levels (as the boost to 1d10 unarmed damage might seem to imply.)&lt;br /&gt;
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Since you have both barbarian and monk levels, I'm assuming you switch from Lawful to not at some point. Not a big deal, but you might want to allude to it.&lt;br /&gt;
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Bear Warrior is a nice class. Lately I've been trying to work &amp;quot;primeval,&amp;quot; from [[Frostburn]], into a build. Similar to bear warrior in many ways but with, I think, somewhat better numbers (a 6th-level dire lion primeval enjoys +18 Str/+10 Con/+6 Dex/+8 natural armor on top of -2 Int &amp;amp; Cha and +2 to Str, Con, Dex and Wis at baseline. Only twice per day, however. Another option would be to go shifter and take Weretouched Master ([[Eberron]]). You get your alternate form ability boosts, don't have to change your alignment, and can still grab the pounce ability by choosing a lion werecreature form.[[User:S1Q3T3|S1Q3T3]] 07:57, 11 May 2009 (MDT)&lt;br /&gt;
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: Looks like I had started with one build and ended up with another.  I somehow managed to hit the 2d10 Medium monk damage cap.  I have to redo the build anyway to take into account [http://www.wizards.com/default.asp?x=dnd/rg/20070410a Skip's article].  TWF + FoB isn't allowed.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 14:43, 13 May 2009 (MDT)&lt;br /&gt;
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::The unarmed damage thing may be less of a problem than I thought. I just today realized that given the level-based damage progression for non-monks given in the Superior Unarmed Strike description, ''any'' character with 3 levels of FoF and '''without''' monk levels hits the cap at 16th level, since 16th-20th level  characters with no monk levels deal 2d6 base before the FoF (2d6 --&amp;gt; 2d8 --&amp;gt; 2d10). The FoF damage boosts apply to your &amp;quot;unarmed strike&amp;quot;; it doesn't have to be monkish. So you could get rid of the two levels of monk and sub in more ranger or warshaper or whatever.[[User:S1Q3T3|S1Q3T3]] 19:03, 13 May 2009 (MDT)&lt;br /&gt;
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::: Ah, yes.  Now it comes back to me.  The only reason I had that level of monk was to insure that the unarmed strikes could be enhanced as natural weapons (specifically, Improved Natural Attack and morphic weapons).  By default unarmed strikes can only be enhanced as manufactured weapons.  The monk's [[SRD:Monk#Unarmed Strike|unarmed strike]] is the only class feature that makes an exception to that rule.  One could infer that other classes like the psionic fist and fist of the forest (and feats like Superior Unarmed Strike) grant the same benefit, but I try to build optimizations on what's explicitly stated rather than what can be inferred.  Otherwise I would have ditched the level of monk.  Maybe I'll make a note under miscellaneous.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 22:05, 13 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::I was reading [[Champions of Valor]] the other day, and I came across something that made me think of you. I think I remember you expressing frustration with the problems in combining the monk's flurry with the Two-Weapon Fighting feat. I may have found a work-around. A &amp;quot;Fangshields Ranger&amp;quot; substitution level (2nd) gives you Improved Natural Attack with the natural weapon of your choice. You see my devious plan? One level of Ranger for the skills, a monk level to give you your &amp;quot;natural weapon,&amp;quot; and then a second level of monk to pick up INA at ECL 3.&lt;br /&gt;
&lt;br /&gt;
::::The only wrinkle is that Fangshields Rangers have to be non-humanoid, so to use it in a build you have to limit your racial choices to non-humanoids -- a fairly ample list including Elan, Synads ([[Complete Psionic]]), Half-Giants, Broodguards ([[Savage Species]]), anthropomorphic animals (Savage Species), and so on.&lt;br /&gt;
&lt;br /&gt;
::::This finesse, combined with my increasing reliance on the [[SRD:Slayer|Slayer]] prestige class + Tashalatora feat, has fully won me over to your method of including ranger levels in monk builds. Their skill points are an asset too, especially for Broodguards, who are dumb as dirt.[[User:S1Q3T3|S1Q3T3]] 10:38, 24 December 2009 (MST)&lt;br /&gt;
&lt;br /&gt;
== Comment ==&lt;br /&gt;
&lt;br /&gt;
Nice! I love the general idea. -- [[User:OptimizationFanatic|OptimizationFanatic]] 18:27, 18 March 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
I like the idea but I thought barbarian needed to be choatic and monks lawful.....&lt;br /&gt;
&lt;br /&gt;
== Monk's Belt ==&lt;br /&gt;
&lt;br /&gt;
How about adding a Monk's Belt? From what I remember, it stacks with SUS, so you get additional monk abilities. --[[User:TK-Squared|TK-Squared]] 11:45, 24 March 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: The only benefit a ''[[SRD:Monk's Belt|monk's belt]]'' would grant is an extra +1 to AC and one more use of [[SRD:Stunning Fist|Stunning Fist]] because:&lt;br /&gt;
:* By the wording of both, it's questionable whether or not it stacks with SUS.  On the WotC and ENWorld boards the general consensus is &amp;quot;no.&amp;quot;&lt;br /&gt;
:* Even if it does stack, this build only has one monk level, so before the fist of the forest increases, the damage would be that of a 10-level monk (1d10), which is less than the damage SUS does at 16th-level (2d6).&lt;br /&gt;
:* Also, damage by monk level caps at 20th level (2d10 for a Medium character; epic monks do not get increased damage) which this build eventually hits.&lt;br /&gt;
&lt;br /&gt;
:I'd rather have the ''[[SRD:Belt of Giant Strength|belt of giant strength]] +6''.  The higher strength helps off-set the attack penalties for TWF, FoB, and Snap Kick.  The only reason the level of monk is there, is for flurry of blows and so that the unarmed strikes can be enhanced as natural attacks (Improved Natural Attack and the warshaper's morphic weapons).  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:21, 24 March 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== I Notice a Similarity... ==&lt;br /&gt;
&lt;br /&gt;
This is a little like the [[Yet Another Monk Build (DnD Optimized Character Build)|Yet Another Monk Build]], isn't it? I noticed you used FotF on both of these! --[[User:Sir Milo Teabag|Sir Milo Teabag]] 11:31, 29 March 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: Yup, it's a good class for optimizing unarmed strikes.  Almost a little too good.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 12:49, 29 March 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== XP Penalty? ==&lt;br /&gt;
&lt;br /&gt;
The build mentions an XP penalty from 4th level onwards, but as a human, there isn't one at all. --[[User:Aarnott|Aarnott]] 09:20, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: The mention of the XP penalty is within the context of choosing orc over human.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:35, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Ah -- I misread. --[[User:Aarnott|Aarnott]] 19:55, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::Rather than switch to orc and take Headlong Rush, you could take Battle Jumper from [[Unapproachable East]]. This allows you to treat any attack where you drop down on your opponent from 5 feet above or better as a charge attack and gives double damage when &amp;quot;charging&amp;quot; in this way. (Since any move that ends with jumping down counts as a charge, this also implies a &amp;quot;crooked charge&amp;quot;-like ability and the ability to charge over broken terrain.) Requires some Jump checks or some sort of &amp;quot;dancing up walls&amp;quot; ability, which doesn't seem to me a great disadvantage for what you get. But I have a soft spot for leaping around the battlefield.[[User:S1Q3T3|S1Q3T3]] 07:41, 11 May 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
==Comes Online When?==&lt;br /&gt;
&lt;br /&gt;
At what level is playing this build actually viable? [[User:Surgo|Surgo]] 13:38, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
: That's subject to opinion.  At 7th-level, this build is nothing more than a ranger with a one-level dip into monk, so it depends on your opinion of such a build.  However, given that (a) melee classes tend to be better than the other classes at the lowest levels, (b) you start with Power Attack which is one of the best feats for Str-based builds, and (c) you start with a 14 in all physical abilities (using the standard point buy), I'd say this build is online at 1st level.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 16:35, 18 September 2008 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Unarmed damage ==&lt;br /&gt;
&lt;br /&gt;
First of all, let me apologize for being late to the party; I only found this build yesterday. Second of all, it looks great, but I am  confused about one thing. You continue to increase unarmed damage during some of the Bear Warrior and Warshaper levels. Where do those increases come from? I've looked at both classes, and neither of them say anything about unarmed damage, unless I'm missing something... --[[User:Martonimos|Martonimos]] 14:34, 26 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Warshaper advances its natural weapons. Bear Warrior, I'm not sure. --[[User:Aarnott|Aarnott]] 16:48, 26 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Unarmed damage for any character with Superior Unarmed Strike at 12th-level is 1d10, which increases to 2d6 at 16th-level (again for any character with the aforementioned feat).  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:28, 26 June 2009 (MDT)&lt;br /&gt;
:::Ah, I see with the Warshaper now. But Superior Unarmed Strike also says monks simply get +4 to their level for Unarmed Strike damage. Which puts monks better off than other characters with the feat, but only if you advance purely in Monk or classes that stack with it. --[[User:Martonimos|Martonimos]] 03:02, 27 June 2009 (MDT)&lt;br /&gt;
::::Is there some sort of errata or FAQ that dealt with that? It does seem unfair that someone with a level of monk would do less damage than someone without, but this seems more like a house rule. Without that, the 20th level unarmed strike does 6d6 damage, if I'm not mistaken. --[[User:Martonimos|Martonimos]] 18:11, 29 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Here's how it breaks down:  16th-level character with Superior Unarmed Strike - 2d6.  (The single level of monk becomes irrelevant after 12th-level.)  Add three levels of fist of the forest - 2d10.  Transforming into a Large creature - 4d8.  Improved Natural Attack (unarmed strike) increases damage by another size (Huge) - 6d8.  Warshaper's morphic weapons increases damage by yet another size (Gargantuan) - 8d8.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 20:58, 29 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::I guess I'll take your word for it about the monk level. It still seems like a judgment call, but I doubt many DMs would argue with that logic. --[[User:Martonimos|Martonimos]] 17:54, 30 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::[http://forums.gleemax.com/showpost.php?p=13144672&amp;amp;postcount=4 What errata we have] (check the second question) disagrees, unfortunately. The base damage of a level 1 monk with Superior Unarmed Strike would be 1d8, regardless of whether he was a 5th level character or 20th level character. [[User:Ghostwheel|Ghostwheel]] 19:15, 30 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::: FAQ is not errata. It is FAQ. --[[User:TK-Squared|TK-Squared]] 21:06, 30 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::FAQs are for clarification when the rules are unclear. The FAQ clarifies in this instance fairly clearly, and coincides with what the feat says--that *if* you are a monk, you *instead* deal damage as a monk 4 levels higher than you are, rather than use the table. [[User:Ghostwheel|Ghostwheel]] 23:48, 30 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::::: I'm not saying you're WRONG, I'm saying the FAQ (which is notoriously contradictory normally) is not errata. --[[User:TK-Squared|TK-Squared]] 00:00, 1 July 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::: Not only is it not errata, it's not official.  There's no links or references to any official docs, no reference numbers from WotC customer service.  Absolutely no traceability to anything official to support it.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 07:22, 1 July 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::Perhaps it isn't errata or official, but it does agree with what the feat says. The feat says that if you have any levels in monk, you act as if your monk level was 4 higher instead of using the table before. Interpreting that it's one or the other, whichever is higher, is an assumption that isn't part of the feat. [[User:Ghostwheel|Ghostwheel]] 15:22, 1 July 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::::::::: Rather than repeat your point over and over again ad infinitum, cite!&lt;br /&gt;
{{quote|'''Special:''' If you are a monk, you instead deal unarmed damage as a monk four levels higher.|orig=Tome of Battle, Page 33}}&lt;br /&gt;
::::::::::::: It does not give you the option of ignoring the special. It merely states you have to take it if you have levels in monk. Usual wording that allows you to choose comes with the word &amp;quot;may&amp;quot;. --[[User:TK-Squared|TK-Squared]] 17:38, 1 July 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Unarmed Off-hand ==&lt;br /&gt;
&lt;br /&gt;
I don't believe you can use your unarmed attacks as both primary and off-hand (so you'd need another weapon for your off-hand attacks) since in the weapons listing it doesn't label it as a double weapon, even if it doesn't specify what part of your body you hit with. [[User:76.169.236.139|76.169.236.139]] 18:12, 26 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Check the FAQ [http://www.wizards.com/default.asp?x=dnd/er/20030221a]. You totally can. Specifically:&lt;br /&gt;
:{{quote|When using an unarmed strike as an off-hand attack, the monk suffers all the usual attack penalties from two-weapon fighting (see Table 8–10 in the PH) and the monk adds only half her Strength bonus (if any) to damage if the off-hand unarmed strike hits.|orig=3.5e FAQ}}&lt;br /&gt;
:--[[User:Aarnott|Aarnott]] 18:43, 26 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::Actually, [http://www.wizards.com/default.asp?x=dnd/rg/20070410a Skip's article] says that monks don't suffer off-hand penalties with unarmed strikes.  —[[User:Sledged|Sledged]] ([[User talk:Sledged|talk]]) 19:28, 26 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::But that says nothing about making offhand attacks with an unarmed strike while your primary is also unarmed strikes. It just explains what happens if you use a weapon in your primary hand, and make unarmed attacks with your offhand. [[User:76.169.236.139|76.169.236.139]] 20:20, 26 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::Right. But where did you find the rules that an unarmed strike cannot be used as both a primary and offhand weapon? It is written the same as any other weapon entry, so it should follow the same rules. Being a light weapon, you can wield two of them. I'm sure a multi-armed character could wield even more unarmed strikes. See: [[SRD:Unarmed Strike|Unarmed Strike]]. --[[User:Aarnott|Aarnott]] 20:36, 26 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::Where do you find the rules that an unarmed strike can be used as both a primary and offhand weapon? Every creature has one unarmed attack--that is, any attack that makes use of any non-specified part of their body, a knee, a fist, anything that isn't specified as its own natural weapon. A thri-keen doesn't have extra unarmed strikes just because it has 4 arms. Because each has only one &amp;quot;set&amp;quot; of unarmed strikes (everything that falls under things that are not defined as their own natural weapon) and because it is not listed as a double weapon, one cannot use it as both a primary and offhand weapon. [[User:76.169.236.139|76.169.236.139]] 03:50, 27 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
::::::You got it... Well half of it. The rules are extremely vague in this area. Unarmed strikes can be considered natural weapons and the text somewhat '''suggests''' that an unarmed strike requires the whole body of a character (like a natural attack, you only have 1 claw per claw you have, 1 bite per fanged head, 1 unarmed strike per body). The rules also explain unarmed strikes as a manufactured attack. Indeed, there is no doubt that you can use two-weapon fighting with an unarmed strike and a kama. You can also cast greater magic weapon on an unarmed strike (seriously!). Since it is a weapon, and treated as a light weapon at that, you should be able to wield one unarmed strike per arm (just like you could wield 1 shortsword per arm). It boils down to a glaring contradiction of how natural attacks work and how manufactured attacks work.&lt;br /&gt;
&lt;br /&gt;
::::::How can this contradiction be solved? Well, unfortunately there is no completely correct answer RAW. Cust Serv has ruled both ways in the past (which isn't surprising). I take the approach that unarmed strikes follow the rules of manufactured weapons much more closely than natural weapons. It seems like the natural weapon addition was just a clumsy way to explain that they are used by the body. Since for most purposes they act as manufactured weapons, they count as light weapons (which you can wield more than one of), and they are for sure two-weaponable with other weapons, why not allow it? The rules seem to lean towards it (besides the line of text that says you can use any part of your body for an unarmed strike). In fact, they immediately break a fundamental rule of natural attacks (they use BAB). --[[User:208.90.100.204|208.90.100.204]] 07:25, 27 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
:::::::First off, I agree with you for the most part. The only reason that I'd say that one couldn't twf with only unarmed strikes if for the reason that you mentioned above; because you get 1 set of unarmed strikes (one weapon of it) per body. The light part simply means that you could combine them as an offhand weapon when you don't have/want to use another one. An example might be someone with Superior Unarmed Strike and a two-handed weapon. They could make a full attack with their two-handed weapon, and then continue making off-hand attacks with unarmed strikes as part of a full attack. This follows all the rules of a manufactured weapon. The only instance that they'd be considered a natural weapon is if you were limited to a single attack with it (assuming here that it's used as a secondary natural weapon), as well as taking -5 (or -2 with Multiattack) and dealing half strength damage. Because they are both a manufactured and natural weapon, you can use them either way, but couldn't treat it as two weapons all by itself--again, because you only get one unarmed strike weapon as a single creature. [[User:76.169.236.139|76.169.236.139]] 07:58, 27 June 2009 (MDT)&lt;br /&gt;
&lt;br /&gt;
Could the author put a rebuttal with evidence to why he has the stats that he currently does? Since the build doesn't come out to the numbers that are on the page atm, and I don't feel like starting a revert war. Furthermore, this build doesn't supply Greater Mighty Wallop on its own, so the spell shouldn't be part of the main build. [[User:Ghostwheel|Ghostwheel]] 14:51, 1 July 2009 (MDT)&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ring_of_Borrowed_Mastery_(3.5e_Equipment)</id>
		<title>Ring of Borrowed Mastery (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ring_of_Borrowed_Mastery_(3.5e_Equipment)"/>
				<updated>2009-12-12T18:10:13Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Ring of Borrowed Mastery, Greater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=11/13/09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Ring of Borrowed Mastery==&lt;br /&gt;
&lt;br /&gt;
This useful item steals feats permanently from an unfortunate target, and makes them available to the wielder. The effect is identical to that of the [[SRD:Feat Leech|Feat Leech]] power, but the duration is permanent unless the item is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
Cost: 24,000gp&lt;br /&gt;
&lt;br /&gt;
ML: 3rd&lt;br /&gt;
&lt;br /&gt;
==Design Notes==&lt;br /&gt;
&lt;br /&gt;
Continuous effect (base): 2,000gp&lt;br /&gt;
&lt;br /&gt;
2nd-level Power (x2): 4,000gp&lt;br /&gt;
&lt;br /&gt;
ML 3rd (x3): 12,000gp&lt;br /&gt;
&lt;br /&gt;
Duration normally measured in minutes (x2): 24,000gp&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
&lt;br /&gt;
The power description states: &amp;quot;If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration.&amp;quot; By RAW, the additional saving throws do not apply here, since the duration has been extended via the use of an item, not &amp;quot;by the use of a metapsionic feat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that you lose the benefit of the feats when the victim dies. So in theory, a working ring also necessarily implies the presence of a pissed-off psionic character or creature somewhere in the world, who has doubtless figured out that destroying the ring is the only way to get their feats back.&lt;br /&gt;
&lt;br /&gt;
In the meantime, however, the ring offers an excellent way to access a few extra feats for an extended period of time. Note that any prestige class abilities or other feats which are predicated on stolen feats will be instantly unavailable if anything -- be it revenge by the victim, theft, or an antipsionic effect -- disrupts the ring's normal operation.&lt;br /&gt;
&lt;br /&gt;
===Stealing From Yourself===&lt;br /&gt;
&lt;br /&gt;
If constructing a ring of borrowed mastery from scratch, or filling an empty one, an alternative to stealing feats from another is to borrow them from yourself. First, use [[SRD:Psychic Reformation|Psychic Reformation]] and change as many of your feats as possible to desired psionic feats. Hire out the construction of a [[SRD:Simulacrum|Simulacrum]], steal your own psionic feats, then [[SRD:Imprisonment|Imprison]] your knock-off. Once you have duplicates of your current psionic feats, use [[SRD:Psychic Reformation|Psychic Reformation]] again to get your old feats back.&lt;br /&gt;
&lt;br /&gt;
===Ring of Borrowed Mastery, Greater===&lt;br /&gt;
&lt;br /&gt;
To take it up a notch when money is no object, add a continuous [[SRD:Thieving Mindlink|Thieving Mindlink]] effect to the ring (4th level power x ML 7th x 10 min/level x continuous = 84,000gp). On the other hand, this is an expensive modification to get a single power. [[SRD:Psychic Chirurgery|Psychic Chirurgery]] will be the better choice in most cases, despite the xp cost.&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ring_of_Borrowed_Mastery_(3.5e_Equipment)</id>
		<title>Ring of Borrowed Mastery (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ring_of_Borrowed_Mastery_(3.5e_Equipment)"/>
				<updated>2009-12-12T18:09:52Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Ring of Borrow Mastery, Greater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=11/13/09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Ring of Borrowed Mastery==&lt;br /&gt;
&lt;br /&gt;
This useful item steals feats permanently from an unfortunate target, and makes them available to the wielder. The effect is identical to that of the [[SRD:Feat Leech|Feat Leech]] power, but the duration is permanent unless the item is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
Cost: 24,000gp&lt;br /&gt;
&lt;br /&gt;
ML: 3rd&lt;br /&gt;
&lt;br /&gt;
==Design Notes==&lt;br /&gt;
&lt;br /&gt;
Continuous effect (base): 2,000gp&lt;br /&gt;
&lt;br /&gt;
2nd-level Power (x2): 4,000gp&lt;br /&gt;
&lt;br /&gt;
ML 3rd (x3): 12,000gp&lt;br /&gt;
&lt;br /&gt;
Duration normally measured in minutes (x2): 24,000gp&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
&lt;br /&gt;
The power description states: &amp;quot;If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration.&amp;quot; By RAW, the additional saving throws do not apply here, since the duration has been extended via the use of an item, not &amp;quot;by the use of a metapsionic feat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that you lose the benefit of the feats when the victim dies. So in theory, a working ring also necessarily implies the presence of a pissed-off psionic character or creature somewhere in the world, who has doubtless figured out that destroying the ring is the only way to get their feats back.&lt;br /&gt;
&lt;br /&gt;
In the meantime, however, the ring offers an excellent way to access a few extra feats for an extended period of time. Note that any prestige class abilities or other feats which are predicated on stolen feats will be instantly unavailable if anything -- be it revenge by the victim, theft, or an antipsionic effect -- disrupts the ring's normal operation.&lt;br /&gt;
&lt;br /&gt;
===Stealing From Yourself===&lt;br /&gt;
&lt;br /&gt;
If constructing a ring of borrowed mastery from scratch, or filling an empty one, an alternative to stealing feats from another is to borrow them from yourself. First, use [[SRD:Psychic Reformation|Psychic Reformation]] and change as many of your feats as possible to desired psionic feats. Hire out the construction of a [[SRD:Simulacrum|Simulacrum]], steal your own psionic feats, then [[SRD:Imprisonment|Imprison]] your knock-off. Once you have duplicates of your current psionic feats, use [[SRD:Psychic Reformation|Psychic Reformation]] again to get your old feats back.&lt;br /&gt;
&lt;br /&gt;
===Ring of Borrowed Mastery, Greater===&lt;br /&gt;
&lt;br /&gt;
To take it up a notch when money is no object, add a continuous [[SRD:Thieving Mindlink|Thieving Mindlink]] effect to the ring (4th level power x ML 7th x 10 min/level x continuous = 84,000gp). On the other hand, this is an expensive modification to get a single power. [[SRD:Psychic Chirurgery|SRD:Psychic Chirurgery]] will be the better choice in most cases, despite the xp cost.&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ring_of_Borrowed_Mastery_(3.5e_Equipment)</id>
		<title>Ring of Borrowed Mastery (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ring_of_Borrowed_Mastery_(3.5e_Equipment)"/>
				<updated>2009-12-12T18:09:25Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=11/13/09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Ring of Borrowed Mastery==&lt;br /&gt;
&lt;br /&gt;
This useful item steals feats permanently from an unfortunate target, and makes them available to the wielder. The effect is identical to that of the [[SRD:Feat Leech|Feat Leech]] power, but the duration is permanent unless the item is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
Cost: 24,000gp&lt;br /&gt;
&lt;br /&gt;
ML: 3rd&lt;br /&gt;
&lt;br /&gt;
==Design Notes==&lt;br /&gt;
&lt;br /&gt;
Continuous effect (base): 2,000gp&lt;br /&gt;
&lt;br /&gt;
2nd-level Power (x2): 4,000gp&lt;br /&gt;
&lt;br /&gt;
ML 3rd (x3): 12,000gp&lt;br /&gt;
&lt;br /&gt;
Duration normally measured in minutes (x2): 24,000gp&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
&lt;br /&gt;
The power description states: &amp;quot;If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration.&amp;quot; By RAW, the additional saving throws do not apply here, since the duration has been extended via the use of an item, not &amp;quot;by the use of a metapsionic feat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that you lose the benefit of the feats when the victim dies. So in theory, a working ring also necessarily implies the presence of a pissed-off psionic character or creature somewhere in the world, who has doubtless figured out that destroying the ring is the only way to get their feats back.&lt;br /&gt;
&lt;br /&gt;
In the meantime, however, the ring offers an excellent way to access a few extra feats for an extended period of time. Note that any prestige class abilities or other feats which are predicated on stolen feats will be instantly unavailable if anything -- be it revenge by the victim, theft, or an antipsionic effect -- disrupts the ring's normal operation.&lt;br /&gt;
&lt;br /&gt;
===Stealing From Yourself===&lt;br /&gt;
&lt;br /&gt;
If constructing a ring of borrowed mastery from scratch, or filling an empty one, an alternative to stealing feats from another is to borrow them from yourself. First, use [[SRD:Psychic Reformation|Psychic Reformation]] and change as many of your feats as possible to desired psionic feats. Hire out the construction of a [[SRD:Simulacrum|Simulacrum]], steal your own psionic feats, then [[SRD:Imprisonment|Imprison]] your knock-off. Once you have duplicates of your current psionic feats, use [[SRD:Psychic Reformation|Psychic Reformation]] again to get your old feats back.&lt;br /&gt;
&lt;br /&gt;
===Ring of Borrow Mastery, Greater===&lt;br /&gt;
&lt;br /&gt;
To take it up a notch when money is no object, add a continuous [[SRD:Thieving Mindlink|Thieving Mindlink]] effect to the ring (4th level power x ML 7th x 10 min/level x continuous = 84,000gp). On the other hand, this is an expensive modification to get a single power. [[SRD:Psychic Chirurgery|SRD:Psychic Chirurgery]] will be the better choice in most cases, despite the xp cost.&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Ring_of_Borrowed_Mastery_(3.5e_Equipment)</id>
		<title>Ring of Borrowed Mastery (3.5e Equipment)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Ring_of_Borrowed_Mastery_(3.5e_Equipment)"/>
				<updated>2009-12-12T17:39:22Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Gameplay Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=11/13/09&lt;br /&gt;
|status=Complete&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Ring of Borrowed Mastery==&lt;br /&gt;
&lt;br /&gt;
This useful item steals feats permanently from an unfortunate target, and makes them available to the wielder. The effect is identical to that of the [[SRD:Feat Leech|Feat Leech]] power, but the duration is permanent unless the item is destroyed.&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
Cost: 24,000gp&lt;br /&gt;
&lt;br /&gt;
ML: 3rd&lt;br /&gt;
&lt;br /&gt;
==Design Notes==&lt;br /&gt;
&lt;br /&gt;
Continuous effect (base): 2,000gp&lt;br /&gt;
&lt;br /&gt;
2nd-level Power (x2): 4,000gp&lt;br /&gt;
&lt;br /&gt;
ML 3rd (x3): 12,000gp&lt;br /&gt;
&lt;br /&gt;
Duration normally measured in minutes (x2): 24,000gp&lt;br /&gt;
&lt;br /&gt;
==Gameplay Notes==&lt;br /&gt;
&lt;br /&gt;
The power description states: &amp;quot;If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration.&amp;quot; By RAW, the additional saving throws do not apply here, since the duration has been extended via the use of an item, not &amp;quot;by the use of a metapsionic feat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that you lose the benefit of the feats when the victim dies. So in theory, a working ring also necessarily implies the presence of a pissed-off psionic character or creature somewhere in the world, who has doubtless figured out that destroying the ring is the only way to get their feats back.&lt;br /&gt;
&lt;br /&gt;
In the meantime, however, the ring offers an excellent way to access a few extra feats for an extended period of time. Note that any prestige class abilities or other feats which are predicated on stolen feats will be instantly unavailable if anything -- be it revenge by the victim, theft, or an antipsionic effect -- disrupts the ring's normal operation.&lt;br /&gt;
&lt;br /&gt;
===Stealing From Yourself===&lt;br /&gt;
&lt;br /&gt;
If constructing a ring of borrowed mastery from scratch, or filling an empty one, an alternative to stealing feats from another is to borrow them from yourself. First, use [[SRD:Psychic Reformation|Psychic Reformation]] and change as many of your feats as possible to desired psionic feats. Hire out the construction of a [[SRD:Simulacrum|Simulacrum]], steal your own psionic feats, then [[SRD:Imprisonment|Imprison]] your knock-off. Once you have duplicates of your current psionic feats, use [[SRD:Psychic Reformation|Psychic Reformation]] again to get your old feats back.&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Equipment Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:3.5e]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Ring]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)</id>
		<title>Survivor Monk (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-11-14T01:52:14Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Spells, Powers, Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/16/07&lt;br /&gt;
|status= In Progress&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ah, the [[monk]]. When we chose the monk path, we have visions of dancing up castle walls and dispatching the four guardsmen atop the allure with well-placed kicks before smashing open the sally port with a single devastating blow. Yet what we find, as a lowly ECL 1, is often more akin to this:&lt;br /&gt;
&lt;br /&gt;
''Your [[lawful]] nature compels you to protest that Aragormesh, your half-orc barbarian companion, is cheating at cards. In a drunken rage, he howls a challenge. You strike with awesome speed, connecting with a punch that does 1d6 +3 ([[Str]]) for 6 points of damage. Aragormesh blinks, shrugs it off, and brings his [[masterwork]] Greataxe down upon your shaven head. The cards are ruined, and your companions spend the rest of the evening arguing about whether an ascetic like yourself would have wanted them to spend money on a funeral.''&lt;br /&gt;
&lt;br /&gt;
It didn't have to be that way. But you brought it on yourself. You bought a robe, picked a [[feat]] or two that looked nice, and went out into the world, which promptly put you out of your misery. The [[monk]] class does not lend itself to this sort of autopilot gaming. But with the right [[race]], the right [[feat]]s, and most of all, the right tactics, your [[monk]] can go from redshirt to reaper:&lt;br /&gt;
&lt;br /&gt;
''Aragormesh is cheating you at cards. Without a word or gesture, before he can rage, you strike, moving from his front to his rear (without provoking attacks of opportunity, since he is flat-footed). Attacking a flat-footed opponent from behind, you hit easily. Your Iaijutsu focus check is 17 (+2d6), you expend your focus to use Psionic Fist (+2d6). Just in case, you declared a [[Stunning Fist]] Attack as well. But with 5d6+2 damage against Aragormesh's 15 hp, there's no need to role a saving throw for the stunning attack. You and your companions quickly agree on a Viking funeral, and press on to greater adventures.''&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Player's Handbook Version 3.5&lt;br /&gt;
&lt;br /&gt;
Player's Handbook II (decisive strike variant class feature)&lt;br /&gt;
&lt;br /&gt;
[[Unearthed Arcana]]&lt;br /&gt;
&lt;br /&gt;
[[Expanded Psionics Handbook]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]] (Broodguards)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jumper feat)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger)&lt;br /&gt;
&lt;br /&gt;
[[Complete Psionic]] (Practiced Manifester feat, Zerth Cenobite prestige class, Wild Talent (Novar) feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
This build requires [[Lawful]] [[alignment]].&lt;br /&gt;
&lt;br /&gt;
=== Race and Templates ===&lt;br /&gt;
&lt;br /&gt;
Humans are optimal, given this build's insatiable hunger for [[feats]].&lt;br /&gt;
&lt;br /&gt;
On the unusual side, Broodguards (from Savage Species, pg. 141) are an [[LA]] +0 modification to the human template. Broodguards have the following score modifers: +2 [[Dex]], +2 [[Con]], -4 [[Int]], -4 [[Cha]]. They are immune to hold and charm effects, and gain the monstrous humanoid type, which makes them eligible for the Fangshield Ranger racial substitution level. They may be of any [[alignment]] -- and, once per day, they can [[Rage]] (as per the [[Barbarian]] class). This fulfills a long-standing dream of many [[monk]]-loving characters -- getting around the diametrically opposed alignments of the [[Barbarian]] and the [[Monk]] to achieve the Holy Grail -- a monk who can Rage. Broodguards are created by Yuan-Ti from prisoners, so it is reasonable for a [[monk]] (now, presumably, escaped from the Yuan-Ti's clutches) to be of this [[race]].&lt;br /&gt;
&lt;br /&gt;
The progression below uses a Broodguard.&lt;br /&gt;
&lt;br /&gt;
The [[Children of Tulkas (DnD Bloodline)]], designed by yours truly, is a great asset to monks (surprise, surprise). In exchange for three bloodline levels, the major bloodline gives eight combat feats over twenty levels, as well as useful skill and ability bonuses (reflecting the character's connection with Tulkas, the strongest and most potent warrior among the Valar, who fought without arms or armor). I humbly hope that players who have always wanted to play a Haruchi-type warrior will give it a look. It certainly allows a character to move at a good clip along the unarmed combat feat trees without too much multiclassing.&lt;br /&gt;
&lt;br /&gt;
If you have a doting DM who will pass the idea of an [[LA]] +2 race, the Githzerai make fantastic monks (indeed, it is their favored class). They are psionic (pretty much all monks should be psionic; for the feats, if nothing else). +6 dex, giving +3 AC, +2 wis, giving 1 extra power point, another +1 to AC, +1 DC to stunning attacks, and so on. Githzerai have inertial armor as a 3/day racial ability, meaning that your character can easily role out of bed with the equivalent of plate armor (say, Wis 16 and Dex 16 before modifiers = +4 inertial armor, +6 Dodge bonus, +4 insight bonus = AC 24).&lt;br /&gt;
&lt;br /&gt;
If you are willing to spend a few levels in a monster class, good choices abound. This is, perhaps, the easiest way to escort a monk through the early levels: start in a monster class, picking up great BAB, stat bonuses, natural armor, and other goodies, and then add monk levels when you finish. Monks are the perfect fit with monster levels: monsters typically lack armor proficiency, have great mobility, Large size (if you want), great abilities (and there is no class that can make good use of every single ability score as the monk can). It used to be that if you chose a race with a claw attack, you had to waste an ability, since the monk's unarmed strike is basically a natural attack, and they don't stack. I should say they didn't stack, because with the Beast Strike feat (BAB+5 and, naturally, a claw or slam attack) your claw or slam attack damage stacks with your unarmed combat damage. The fit is perfect.&lt;br /&gt;
&lt;br /&gt;
I should mention in the context of monster classes the Saint template (LA +2). This brings some nice ability bonuses and magical stuff with it, but the primary benefit from an optimizing perspective is that it converts your (usually) monstrous humanoid levels into levels of outsider. That brings with it great saves, a ton of skill points (monks need skills) and weapon proficiency (if your race didn't have it to begin with). If you are considering a build with more than a couple monster levels, it's an option well worth considering.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
This build uses the [[Monk]] (PHB v3.5), the Psionic Fist (SRD) the Ranger (SRD) and Fangshields Ranger substitution level ([[Champions of Valor]]), as well as the Warshaper ([[Complete Warrior]]).&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
[[Improved Initiative]]&lt;br /&gt;
&lt;br /&gt;
[[SRD:Wild Talent|Wild Talent]] (Novar) -- Introduced in [[Complete Psionic]], this variant of the Wild Talent feat grants only one power point, but also grants the use of [[SRD:Precognition|Precognition]] 1/day.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Psionic Fist|Psionic Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Improved Unarmed Strike]]&lt;br /&gt;
&lt;br /&gt;
[[Stunning Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Alertness]] -- Broodguards receive Alertness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
Practiced Manifester -- Introduced in [[Complete Psionic]], this feat grants an increase of +4 to a character's manifester level, up to the limit of their character level.&lt;br /&gt;
&lt;br /&gt;
Battle Jumper -- A regional feat from [[Unapproachable East]], it allows any attack in which you drop from 5-15 feet above your opponent to count as a charge and do double damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Aggressive (+2 [[initiative]], -1 [[AC]])&lt;br /&gt;
&lt;br /&gt;
Quick (base speed +10ft., -1 hp per level)&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
&lt;br /&gt;
Murky-eyed (roll miss chance for concealment twice)&lt;br /&gt;
&lt;br /&gt;
Shaky (-2 to ranged attacks)&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Recommend Additions&lt;br /&gt;
|-&lt;br /&gt;
! Item, Spell, or Power !! Version !! Cost !! Result/Notes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Suggested Items:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Monk's Belt|Monk's Belt]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 13,000 gp || align=&amp;quot;left&amp;quot; | +5 effective monk level for AC and movement bonuses, and unarmed strike damage. If you are willing to trust in a monk's belt, you can forgo Superior Unarmed Strike (which does not stack.) Of, course, magic can be anti-magick'd, and the high damage of the monk's unarmed strike is one of his or her main assets.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Psychoactive Skin|Skin of the Hero]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 77,500 || align=&amp;quot;left&amp;quot; | This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Temporal Acceleration|Boots of Temporal Acceleration]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 43,200 gp || align=&amp;quot;left&amp;quot; | Stop time as a free action for 2 rounds. 1/day.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Bracers of Armor|Bracers of Armor]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 1,000 gp &amp;amp;mdash; 64,000 gp || align=&amp;quot;left&amp;quot; | Armor bonus. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Amulet of Mighty Fists|Amulet of Mighty Fists]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 6,000 go &amp;amp;mdash; 150,000 gp || align=&amp;quot;left&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' with ''[[SRD:Permanency|Permanency]]'' is far cheaper.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Gloves of Titan's Grip|Gloves of Titan's Grip]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 14,000 gp || align=&amp;quot;left&amp;quot; | +8 to grapple checks (7 rounds, 3/day)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of [[SRD:Divine Power|Divine Power]] (continuous effect, persistent spell, CL 21, 1/day) || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 42,000 gp || align=&amp;quot;left&amp;quot; | BAB=character level, +21 temporary hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Belt of Giant Strength|Belt of Giant Strength]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 16,000 gp &amp;amp;mdash; 36,000 gp || align=&amp;quot;left&amp;quot; | Str bonus. Same slot as a monk's belt.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Orange || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +1 caster (or manifester) level.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Pale green || align=&amp;quot;left&amp;quot; | 30,000 gp || align=&amp;quot;left&amp;quot; | +1 competence bonus on [[SRD:Attack Roll|attack rolls]], saves, [[SRD:Skill Check|skill checks]], and [[SRD:Ability Check|ability checks]] (including rolls for initiative).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Speed|Boots of Speed]] || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 12,000 gp || align=&amp;quot;left&amp;quot; | As a [[SRD:Free Actions|free action]], the wearer can click her boot heels together, enabling her to act as though affected by a ''[[SRD:Haste|haste]] ''spell for up to 10 rounds each day. The duration of the ''haste ''effect need not be consecutive rounds.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Third Eye|Third Eye Conceal]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 120,000 gp || align=&amp;quot;left&amp;quot; | Same as [[SRD:Mind Blank|Mind Blank]]. Learning [[SRD:Mind Blank|Mind Blank]] via [[SRD:Psionic Fist|Psionic Fist]] levels or [[SRD:Psychic Chirurgery|Psychic Chirurgery]] is a better option at higher levels.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of Godly Vigor ([[SRD:Vigor|Vigor]] power, continuous, ML 88)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 348,000 gp || align=&amp;quot;left&amp;quot; | +440 hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Power Link (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | 2 free power points to augment a power. Stacks with other power link shards. Total points spent can exceed your manifester level. Ten of these is not too many.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasic Armor (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +2 armor bonus; up to five shards stack with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasmic Fist (Quori shard) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | +1 die size (unarmed strike).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop'' (CL 1)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 2,000 gp || align=&amp;quot;left&amp;quot; | +1 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop, Greater'' (CL 17, persisted spell, 1/day) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 30,600 gp || align=&amp;quot;left&amp;quot; | +4 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Cloak of ''[[SRD:Shapechange|Shapechange]]'' (1/day, CL 20) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 108,000 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |''[[SRD:Manual of Quickness in Action|Manual of Quickness in Action]]''  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | Inherent bonus to Dexterity.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |Any item with ''Natural Weapon Augmentation, Personal'' (Ghost Touch, continuous effect)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | 4,000gp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Periapt of Wisdom|Periapt of Wisdom]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 4,000 gp &amp;amp;mdash; 36,000 || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Ring of Borrowed Mastery (3.5e Equipment)|Ring of Borrowed Mastery]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 24,000gp || align=&amp;quot;left&amp;quot; | A homebrew item allowing the character to permanently steal psionic feats from a target.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Fanged Ring|Fanged Ring]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 5,000gp || align=&amp;quot;left&amp;quot; | Duplicates the Improved Natural Attack feat. Advantages and disadvantages of saving a feat slot this way: same as discussed in the note to the Monk's Belt, above.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Epic Headband of the Psion (3.5e Equipment)|&lt;br /&gt;
Epic Headband of the Psion, Lesser]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 60,000gp || align=&amp;quot;left&amp;quot; | A homebrew item granting a continuous [[SRD:Mental Pinnacle|Mental Pinnacle]] spell, granting 75 bonus power points, +4 to Intelligence and Wisdom, and a number of useful [[Psion]] powers.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Recommended Spells:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' + ''[[SRD:Permanency|Permanency]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash; 9,100 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' + ''[[SRD:Powers|any Power of a level the monk can use]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Incarnate|Incarnate]]'' + ''[[SRD:Danger Sense|Danger Sense]]'' and/or ''[[SRD:Ubiquitous Vision|Ubiquitous Vision]]''|| align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' The ''Greater Mighty Wallop'' spell (from ''Dragon Magic'') increases the wearer's effective size when striking with a bludgeoning weapon by (CL/4, max +5), to a maximum of Size C. So while the monk wears the ring, any form he has of size M or larger is treated as size C or its actual size, whatever is larger, for the purpose of determining bludgeoning damage (such as the monk's unarmed strike).&lt;br /&gt;
&lt;br /&gt;
Exceptionally useful powers to acquire via ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' include ''[[SRD:Steadfast Perception|Steadfast Perception]]'', which provides immunity to illusions, and ''[[SRD:Personal Mind Blank|Personal Mind Blank]]'', which protects the character from all mind-altering effects and most efforts to divine information about them. ''[[SRD:Hypercognition|Hypercognition]]'' and ''[[SRD:Metafaculty|Metafaculty]]'' are excellent information-gathering tools for the monk. ''[[SRD:True Mind Switch|True Mind Switch]]'' can allow the monk to permanently acquire a more robust and agile physical form.&lt;br /&gt;
&lt;br /&gt;
''[[SRD:Ectoplasmic Form|Ectoplasmic Form]]'' can be a handy tool for escaping from areas protected by ''Dimensional Lock.'' ''[[SRD:Psionic Contingency|Psionic Contingency]]'' is another power that can potentially rescue a disastrous situation by activating a power to transport the monk to safety or to shift the odds in the monk's favor.&lt;br /&gt;
&lt;br /&gt;
====Quori Shards====&lt;br /&gt;
&lt;br /&gt;
Quori shards may only be used by Kalashtar PCs or those with a special ability to emulate them (such as a Changeling with the Racial Emulation feat) can use Quori shards (however, you might design a custom item using a Quori shard as the base and enhancing it with the 3rd-level Artificer spell ''Suppress Requirement'' (duration 10 min/lvl). When active, this additional power would allow the character to suppress either the racial requirement (Kalashtar) or the requirement of a manifester level. This custom item would be significantly more expensive than the original item (a modified Fist would cost (3rd * 5th CL * 2,000gp *2 (10 min/level to continuous power) = 45,000 + (3,000 (base Fist cost) * 1.5 (combined power on an item) = 4,500gp = 49,500gp), but either the Power Link or Ectoplasmic Fists will still be a bargain.) The maximum number of shards a character may have implanted is equal to their manifester level (again, the ''Suppress Requirement'' spell offers a possible work-around.) The implanting process permanently reduces the character's hit points by one (per shard). Up to five Ectoplasmic Armor shards and an unlimited number of Power Link shards stack. The benefits of Ectoplasmic Fists do not stack.&lt;br /&gt;
&lt;br /&gt;
'''Power Link''' Quori shards allow the character to augment a power by 2 points (3/day). Multiple shards can be used as a single action, and the points provided by shards are not limited by the character's manifester level.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Fist''' Quori shards increase the damage of the monk's unarmed strike as if he or she were one size category larger.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Armor''' Quori shards give a +2 armor bonus. Up to five armor shards stack, for a bonus of +10.&lt;br /&gt;
&lt;br /&gt;
;Suggested [[SRD:Psychic Warrior|Psychic Warrior]] Powers:&lt;br /&gt;
&lt;br /&gt;
1st: [[SRD:Expansion|Expansion]], [[SRD:Inertial Armor|Inertial Armor]], (Or  [[SRD:Grip of Iron|Grip of Iron]], [[SRD:Precognition|Precognition]]).&lt;br /&gt;
&lt;br /&gt;
2nd: [[SRD:Hustle|Hustle]], [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]], (Or [[SRD:Animal Affinity|Animal Affinity]]).&lt;br /&gt;
&lt;br /&gt;
3rd: [[SRD:Body Adjustment|Body Adjustment]], [[SRD:Dimension Slide|Dimension Slide]], (Or [[SRD:Danger Sense|Danger Sense]], [[SRD:Wall Walker|Wall Walker]], [[SRD:Mental Barrier|Mental Barrier]], [[SRD:Hostile Empathic Transfer|Hostile Empathic Transfer]]).&lt;br /&gt;
&lt;br /&gt;
4th: [[SRD:Psionic Dimension Door|Psionic Dimension Door]], [[SRD:Steadfast Perception|Steadfast Perception]], [[SRD:Metamorphosis|Metamorphosis]] (requires [[SRD:Expanded Knowledge|Expanded Knowledge]] feat: see below).&lt;br /&gt;
&lt;br /&gt;
5th: [[SRD:Oak Body|Oak Body]], [[SRD:Psychofeedback|Psychofeedback]].&lt;br /&gt;
&lt;br /&gt;
See also: [[Ultimate Monk (DnD Optimized Character Build)/Optimization Note: Getting More (and Better) Powers|Psionic Optimization: Getting More (and Better) Powers]]&lt;br /&gt;
&lt;br /&gt;
====Further Discussion of Useful Spells, Powers, and Items====&lt;br /&gt;
&lt;br /&gt;
See also [[Ultimate Monk (DnD Optimized Character Build)/Buffing the Ultimate Monk|Buffing the Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
====Nonmagical Items====&lt;br /&gt;
It is helpful to keep sai on hand, for disarming attacks. A longspear (as a monstrous humanoid, broodguards are proficient with all simple weapons) allows the monk to make attacks of opportunity on opponents closing whilst using his unarmed strike once opponents are adjacent.&lt;br /&gt;
&lt;br /&gt;
A heavy crossbow is useful for ranged engagements.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
This build makes use of several optional rules from [[Unearthed Arcana]] including the use of traits, the use of flaws, and fractional BAB+ advancement.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
Broodguard&lt;br /&gt;
&lt;br /&gt;
Initial scores (32 point buy):&lt;br /&gt;
&lt;br /&gt;
Str: 14 [6] [[Int]]: 10 (14) [6] [[Wis]]: 16 [10] [[Dex]]: 16 (14) [6] [[Con]]: 14 (12) [4] [[Cha]]: 4 [0]&lt;br /&gt;
&lt;br /&gt;
Region: Taer&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ECL !! Class/HD/LA !! Feats !! Special&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Monk 1 || [[Improved Unarmed Strike]], [[Stunning Fist]], [[Improved Initiative]], Battle Jumper, [[SRD:Wild Talent|Wild Talent]] (Novar), [[Psionic Fist]] || Monk abilities, Rage 1/day, immune to hold, charm, claws 1d2/1d2, bite 1d3, Decisive strike (variant class feature)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 2nd || Ranger 1 || [[Track]] || Animal empathy&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Monk 1/Ranger 2 (Fangshields substitution level 2)  || Ascetic Hunter, Improved Natural Attack || &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 4th || Monk 2/Ranger 2 (Fangshields substitution level 2) ||  || Evasion, +1 Wis&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Monk 3/Ranger 2 (Fangshields substitution level 2) ||  || Still Mind&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 6th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 1 || [[Up the Walls]] || [[SRD:Inertial Armor|Inertial Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 2 ||  || [[Expansion]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 8th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 3 ||  || +1 Wis, [[Hustle]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 4 || Practiced Manifester || [[SRD:Body Adjustment|Body Adjustment]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 10th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 5 || [[Quicken Power]] || [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]]&lt;br /&gt;
|-&lt;br /&gt;
| 11th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 6 ||  || [[SRD:Mental Barrier|Mental Barrier]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 7 || Superior Unarmed Strike || +1 Wis, [[SRD:Steadfast Perception|Steadfast Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 8 ||  || [[SRD:Energy Adaptation|Energy Adaptation]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 9 ||  || [[SRD:Oak Body|Oak Body]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10 || [[Overchannel]], [[SRD:Expanded Knowledge|Expanded Knowledge]] ([[SRD:Metamorphosis|Metamorphosis]]) || [[SRD:Catapsi|Catapsi]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1 ||  || +1 Wis, immune to critical hits, +1 natural weapon effective size (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1/Zerth Cenobite 1 ||  || [[SRD:Chameleon|Chameleon]], Temporal Distillation 1/day&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 2/Zerth Cenobite 1 || [[SRD:Unavoidable Strike|Unavoidable Strike]] ||  +4 Str, +4 Con (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 19th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 3/Zerth Cenobite 1 ||  || +5 reach natural weapons (when transformed)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 4/Zerth Cenobite 1 ||  || +1 Wis, fast healing 2 (when transformed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
+9 to base [[initiative]] (+4 [[Improved Initiative]], +2 Aggressive, +3 [[Dex|Dexterity]].)&lt;br /&gt;
&lt;br /&gt;
The Fangshields level gives the monk the benefit of Improved Natural Feat at ECL 3. The decisive strike variant class feature (which replaces flurry of blows) gives a single attack at -2 dealing double damage, whilst the Battle Jumper feat gives the benefits of charge and double damage when you drop on an opponent from above. These features can lead to colossal damage rolls at relatively low ECL.&lt;br /&gt;
&lt;br /&gt;
Example: The sample build spots an ogre at ECL 4, and has an opportunity to set an ambush from above. Base damage is 2d6 + 4 (1d8 + Improved Natural Attack, Str 14 + rage) + 2d6 (Psionic Fist) *2 (Battle Jumper feat) = 8d6+8. If he could not jump down on the foe, he could hold his psionic focus until he could attack with a full-round action (using decisive strike) and deal the same damage cited above.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
This is it. For the giant-sized version, see [[Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Hit points and AC are not great. The key is to control when and how you are involved in combat.&lt;br /&gt;
&lt;br /&gt;
BAB is so-so, and is best addressed by the intelligent use of attack modifiers like charge (+2), flank attack (+2), and the like. At later levels, Unavoidable Strike lets you resolve an unarmed attack as a touch attack, ignoring armor.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
I love flaws, but allowing them gives 2 extra feats at first level, which goes a long way to making this build possible.&lt;br /&gt;
&lt;br /&gt;
On that same subject, the 3.5E rule provide great mounted combat and archery feats. If you find the type of monk described here is mowing through the ranks of your NPCs, I suggest taking the monk out of his element. He or she will be fast enough that they won't need to ride, but fighting on foot against a skilled rider is a difficult proposition in the 3.5E rules, and the greater speed of the mount, as well as the open terrain on which such combats take place, will tend to restrict the monk's fighting tactics. If that still doesn't work, bring on the Mongol tactics; mounted archers who fire, and flee before the monk can hit them. Turnabout is fair play.&lt;br /&gt;
&lt;br /&gt;
Some DM might get frustrated with players who use the rules to repeatedly attack from behind, avoid shields and Dex bonuses, and do as much damage as a Greatsword-wielding barbarian with punches and kicks. But these things are not abuses, but rather are in the spirit of the martial-arts-master archetype. There is a heavy price to be paid for them, as this build shows. If you know and enforce the rules for Iaijutsu Focus, charging, tumbling, and the use of psionic feats (don't forget the requirement that the character expend their psionic focus to use feats like Quicken Power and Psionic Fist!) the build should be balanced relative to other classes. &lt;br /&gt;
&lt;br /&gt;
As the tactics recommended for this build require intelligent but hair-raising risk taking, the DM should make it clear that if the player gets in over his head and provokes an attack of opportunity from the ogre he is flanking, the DM will not bail him out.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ten Steps to Your Broken Monk ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Get ''Unearthed Arcana''''', and using your best wheedling voice along with a high-quality baked-goods bribe, encourage your DM to adopt the following rules variants: fractional BAB (fair, and should be in the core rules), action points (helps everybody, but especially the monk, who has some rolls he ''must'' make,) traits and flaws (pretty balanced, but gamable), and class defense (the brass ring, but entirely a matter of taste; best suggested after one of those arguments over whether a character would have been wearing their armor or not.)&lt;br /&gt;
&lt;br /&gt;
'''2. Get ''Oriental Adventures''.''' This is an obvious move, but even if you have access to the martial arts (and ancestor) feats via other sources, you need access to the styles (you can get some hefty game bonuses be mastering certain sets of feats), the prestige classes (the Bear Warrior monk is gloriously broken), and the Iaijutsu Focus skill.&lt;br /&gt;
&lt;br /&gt;
'''3. Make your character psionic''', whether by choosing a psionic race, class, or the Wild Talent feat. The psionic feats are impossible to pass up, and coupled with the monk's extreme mobility, once you have Speed of Thought and Up the Walls you need never role against a shield bonus again. The Fist of Zukoen prestige class is great for avoiding those upper monk levels with their underwhelming class benefits (&amp;quot;Wow, I'm immune to poisons. When do I get immunity to axes?&amp;quot;) A couple levels of Psychic Warrior nets not only your choice of great psionic buffs -- Expansion, Burst, Precognition (Offensive) -- but two bonus combat feats -- and feats are oxygen to the monk.&lt;br /&gt;
&lt;br /&gt;
'''4. Buff your Initiative.''' Iaijutsu Focus, Psionic Fist, Flying Kick -- they all add up to an awesome first-strike capability against flat-footed opponents. Many players waste their time buffing the monk's AC, but in truth, careful defense is a losing strategy in a game that will always be tilted in favor of bold action. Your BAB is mediocre -- don't give your opponents the luxury of readying their shields and getting in combat stance. Win initiative, tumble through their ranks (or just run around them) and kick them in the back of the head. A dead enemy is the best protection of all.&lt;br /&gt;
&lt;br /&gt;
'''5. Don't get hung up on Str and Con.''' Sure, they're great to have. But for the monk, every ability score is important. Dexterity, duh. Wisdom, for AC, skills, and the psionic abilities and skill checks that will be part of your game (see point #3). Intelligence, because you will always have more skills than points to spend on them: Balance, Tumble, Jump, Iaijutsu Focus, Spot, Concentration, Hide, Move Silently, and one could go on. Charisma, as so often, is the kid with glasses by the punchbowl, but even so, you need a 13+ to get the Mighty Works Mastery feats to eventually strike as one size category larger, it is the base skill for Iaijutsu Focus, and hey, getting along with people is nice, especially as a character with stealth skills who fights without weapons or armor is the ideal urban infiltrator/spy.&lt;br /&gt;
&lt;br /&gt;
'''6. Multiclass until your teeth hurt.''' Most players get this. Try and focus on classes that give you feats and abilities you need at the first level. Many classes have a basket of goodies at the entry point, then a slow progression; love them, leave them, and get back to your monk and monk prestige classes. There are exceptions (Bear Warrior) but mostly the rule works.&lt;br /&gt;
&lt;br /&gt;
'''7. Buff your base speed.''' Speed is one of the most underappreciated statistics in a statistics-obsessed game. But you have been buffing your initiative (as per #4), you have mad tumbling skills (#5), and Up the Walls (#3) so attacks of opportunity are not a problem for you. You act first and when you do, you will be able to strike from places your opponents' never imagined -- or, you will vanish completely from sight and strike later from ambush. Speed is crucial for the sky-high Jump and Balance bonuses that give your character a kung fu movie vibe.  &lt;br /&gt;
&lt;br /&gt;
'''8. Oh, the humanity.''' Some players blow off the idea of playing a human character, but of the ECL 0 races in 3.5E, the human is arguably the best monk race. You need that extra feat. Extra skill points are nice. You can chose the monk as your favored class, speeding your advancement, as the monk must multiclass unevenly (see #6). You gain access to wicked ancestor feats. What you give up is the opportunity to optimize your stats with race adjustments, or to play a psionic race and avoid the Wild Talent feat. But the Wild Talent feat is a Fist of Zukoen requirement anyway, and as to the former, the monk is perhaps the only class in which all ability scores are important. Raising one -- even Str -- at the expense of another is not going to make or break your monk.&lt;br /&gt;
&lt;br /&gt;
'''9. Focus on damage and attack bonuses, and let multiple attacks come.''' Flurrying at early levels, as most monk-friendly players have discovered, is a great way to strike three times a round and miss every time. (If you go all out with Two-Weapon Fighting, ki frenzy, and monk flurry, with a Nezumi or Vanara's tailspikes thrown in, you can be a ECL 2 character with five attacks per round. With a BAB +1 and a cumulative -8 penalty to each attack, this build is not recommended, unless you plan to make a career out of beating up unconscious people really fast.) Eventually, it will be a devastating advantage. In the meantime, you want your attacks to count. There are many, many ways to do this. Reckless Charge gives a +4 bonus to attack, at 1st level (we don't care about to -4 to AC because we fully intend to kill with our first strike.) Empty Hand Mastery, from OA, allows the monk to strike as if he were one size category larger while the Psychic Warrior power Expansion (available at 1st level, see #6) actually makes him bigger. Flying Kick provides +1d12 charging, Powerful Charge adds +1d8 for M-sized characters, and Psionic Charge and Up the Walls will ensure it is the rare opponent who will be safe from your charge attack (and when it becomes painful to give up your multiple attacks to charge, you will have the 2nd-level Psychic Warrior power of Psionic Lion's Charge, and you won't have to). Psionic Fist give +2d6, which will eventually be negligible, but is nothing to sneeze at at first level, and can be used an unlimited number of times per day (take Psionic Meditation to get your focus back with a move action, and you can use it every round).&lt;br /&gt;
&lt;br /&gt;
'''10. Think differently.''' The monk can do things no other class can do. Just one example: an enemy that is no longer flat-footed can change their facing once for free. But the monk with a base 60ft move (or more) can, by Tumbling at half-speed, flank their foe, allow them to change facing, then move ''again'' and position themselves in the rear, and then strike.&lt;br /&gt;
&lt;br /&gt;
Of course, at early levels, if you stand there and trade blow for blow with a barbarian or a samurai, you're going to lose. If you didn't, those classes would be wholly pointless. Use your mobility, fight dirty, and be gone before the other side unsheathes its swords -- if they live to draw them.&lt;br /&gt;
&lt;br /&gt;
===FAQ===&lt;br /&gt;
&lt;br /&gt;
'''1. Your example wouldn't work on a higher-level barbarian, with Uncanny Defense and Instantaneous Rage.'''&lt;br /&gt;
&lt;br /&gt;
Of course not. But by the time the barbarian has uncanny defense, the monk will have enough hit points to strike again if his first attack misses. And by the time the barbarian can instantly rage, the monk will have a whole array of new and devastating offensive abilities (see my  [[Ultimate Monk]].)&lt;br /&gt;
&lt;br /&gt;
'''2. How can you deliver a monk with reduced hit points and armor class, and call it survivable? Are you just being contrary?'''&lt;br /&gt;
&lt;br /&gt;
No, I recognize these as serious deficiencies. As the build progresses, they will be addressed. But the two things a monk must have are a high initiative bonus and a high-damage attack. These are what he needs to survive. In 4E parlance, the monk is not a &amp;quot;controller&amp;quot; to be set between an enemy and the party's soft center. Nor does he belong in the center. He belongs behind the backs of the enemy's soft center, making use of his speed and mobility. For that to work he needs the initiative bonus and a killing finish. If the enemy can take 20 points of damage, making the stunning save, and turn around and whomp the monk, he was too tough for a stand up fight at ECL 1 anyway.&lt;br /&gt;
&lt;br /&gt;
'''3. It says in the Player's Handbook that monks can't multiclass. Ouch.'''&lt;br /&gt;
&lt;br /&gt;
Core rules, yes, once you leave monk you may never return.  OA rules, however, allow for monks to multiclass freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Optimized Character Builds Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)</id>
		<title>Survivor Monk (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-11-14T01:49:42Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Spells, Powers, Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/16/07&lt;br /&gt;
|status= In Progress&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ah, the [[monk]]. When we chose the monk path, we have visions of dancing up castle walls and dispatching the four guardsmen atop the allure with well-placed kicks before smashing open the sally port with a single devastating blow. Yet what we find, as a lowly ECL 1, is often more akin to this:&lt;br /&gt;
&lt;br /&gt;
''Your [[lawful]] nature compels you to protest that Aragormesh, your half-orc barbarian companion, is cheating at cards. In a drunken rage, he howls a challenge. You strike with awesome speed, connecting with a punch that does 1d6 +3 ([[Str]]) for 6 points of damage. Aragormesh blinks, shrugs it off, and brings his [[masterwork]] Greataxe down upon your shaven head. The cards are ruined, and your companions spend the rest of the evening arguing about whether an ascetic like yourself would have wanted them to spend money on a funeral.''&lt;br /&gt;
&lt;br /&gt;
It didn't have to be that way. But you brought it on yourself. You bought a robe, picked a [[feat]] or two that looked nice, and went out into the world, which promptly put you out of your misery. The [[monk]] class does not lend itself to this sort of autopilot gaming. But with the right [[race]], the right [[feat]]s, and most of all, the right tactics, your [[monk]] can go from redshirt to reaper:&lt;br /&gt;
&lt;br /&gt;
''Aragormesh is cheating you at cards. Without a word or gesture, before he can rage, you strike, moving from his front to his rear (without provoking attacks of opportunity, since he is flat-footed). Attacking a flat-footed opponent from behind, you hit easily. Your Iaijutsu focus check is 17 (+2d6), you expend your focus to use Psionic Fist (+2d6). Just in case, you declared a [[Stunning Fist]] Attack as well. But with 5d6+2 damage against Aragormesh's 15 hp, there's no need to role a saving throw for the stunning attack. You and your companions quickly agree on a Viking funeral, and press on to greater adventures.''&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Player's Handbook Version 3.5&lt;br /&gt;
&lt;br /&gt;
Player's Handbook II (decisive strike variant class feature)&lt;br /&gt;
&lt;br /&gt;
[[Unearthed Arcana]]&lt;br /&gt;
&lt;br /&gt;
[[Expanded Psionics Handbook]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]] (Broodguards)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jumper feat)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger)&lt;br /&gt;
&lt;br /&gt;
[[Complete Psionic]] (Practiced Manifester feat, Zerth Cenobite prestige class, Wild Talent (Novar) feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
This build requires [[Lawful]] [[alignment]].&lt;br /&gt;
&lt;br /&gt;
=== Race and Templates ===&lt;br /&gt;
&lt;br /&gt;
Humans are optimal, given this build's insatiable hunger for [[feats]].&lt;br /&gt;
&lt;br /&gt;
On the unusual side, Broodguards (from Savage Species, pg. 141) are an [[LA]] +0 modification to the human template. Broodguards have the following score modifers: +2 [[Dex]], +2 [[Con]], -4 [[Int]], -4 [[Cha]]. They are immune to hold and charm effects, and gain the monstrous humanoid type, which makes them eligible for the Fangshield Ranger racial substitution level. They may be of any [[alignment]] -- and, once per day, they can [[Rage]] (as per the [[Barbarian]] class). This fulfills a long-standing dream of many [[monk]]-loving characters -- getting around the diametrically opposed alignments of the [[Barbarian]] and the [[Monk]] to achieve the Holy Grail -- a monk who can Rage. Broodguards are created by Yuan-Ti from prisoners, so it is reasonable for a [[monk]] (now, presumably, escaped from the Yuan-Ti's clutches) to be of this [[race]].&lt;br /&gt;
&lt;br /&gt;
The progression below uses a Broodguard.&lt;br /&gt;
&lt;br /&gt;
The [[Children of Tulkas (DnD Bloodline)]], designed by yours truly, is a great asset to monks (surprise, surprise). In exchange for three bloodline levels, the major bloodline gives eight combat feats over twenty levels, as well as useful skill and ability bonuses (reflecting the character's connection with Tulkas, the strongest and most potent warrior among the Valar, who fought without arms or armor). I humbly hope that players who have always wanted to play a Haruchi-type warrior will give it a look. It certainly allows a character to move at a good clip along the unarmed combat feat trees without too much multiclassing.&lt;br /&gt;
&lt;br /&gt;
If you have a doting DM who will pass the idea of an [[LA]] +2 race, the Githzerai make fantastic monks (indeed, it is their favored class). They are psionic (pretty much all monks should be psionic; for the feats, if nothing else). +6 dex, giving +3 AC, +2 wis, giving 1 extra power point, another +1 to AC, +1 DC to stunning attacks, and so on. Githzerai have inertial armor as a 3/day racial ability, meaning that your character can easily role out of bed with the equivalent of plate armor (say, Wis 16 and Dex 16 before modifiers = +4 inertial armor, +6 Dodge bonus, +4 insight bonus = AC 24).&lt;br /&gt;
&lt;br /&gt;
If you are willing to spend a few levels in a monster class, good choices abound. This is, perhaps, the easiest way to escort a monk through the early levels: start in a monster class, picking up great BAB, stat bonuses, natural armor, and other goodies, and then add monk levels when you finish. Monks are the perfect fit with monster levels: monsters typically lack armor proficiency, have great mobility, Large size (if you want), great abilities (and there is no class that can make good use of every single ability score as the monk can). It used to be that if you chose a race with a claw attack, you had to waste an ability, since the monk's unarmed strike is basically a natural attack, and they don't stack. I should say they didn't stack, because with the Beast Strike feat (BAB+5 and, naturally, a claw or slam attack) your claw or slam attack damage stacks with your unarmed combat damage. The fit is perfect.&lt;br /&gt;
&lt;br /&gt;
I should mention in the context of monster classes the Saint template (LA +2). This brings some nice ability bonuses and magical stuff with it, but the primary benefit from an optimizing perspective is that it converts your (usually) monstrous humanoid levels into levels of outsider. That brings with it great saves, a ton of skill points (monks need skills) and weapon proficiency (if your race didn't have it to begin with). If you are considering a build with more than a couple monster levels, it's an option well worth considering.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
This build uses the [[Monk]] (PHB v3.5), the Psionic Fist (SRD) the Ranger (SRD) and Fangshields Ranger substitution level ([[Champions of Valor]]), as well as the Warshaper ([[Complete Warrior]]).&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
[[Improved Initiative]]&lt;br /&gt;
&lt;br /&gt;
[[SRD:Wild Talent|Wild Talent]] (Novar) -- Introduced in [[Complete Psionic]], this variant of the Wild Talent feat grants only one power point, but also grants the use of [[SRD:Precognition|Precognition]] 1/day.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Psionic Fist|Psionic Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Improved Unarmed Strike]]&lt;br /&gt;
&lt;br /&gt;
[[Stunning Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Alertness]] -- Broodguards receive Alertness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
Practiced Manifester -- Introduced in [[Complete Psionic]], this feat grants an increase of +4 to a character's manifester level, up to the limit of their character level.&lt;br /&gt;
&lt;br /&gt;
Battle Jumper -- A regional feat from [[Unapproachable East]], it allows any attack in which you drop from 5-15 feet above your opponent to count as a charge and do double damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Aggressive (+2 [[initiative]], -1 [[AC]])&lt;br /&gt;
&lt;br /&gt;
Quick (base speed +10ft., -1 hp per level)&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
&lt;br /&gt;
Murky-eyed (roll miss chance for concealment twice)&lt;br /&gt;
&lt;br /&gt;
Shaky (-2 to ranged attacks)&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Recommend Additions&lt;br /&gt;
|-&lt;br /&gt;
! Item, Spell, or Power !! Version !! Cost !! Result/Notes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Suggested Items:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Monk's Belt|Monk's Belt]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 13,000 gp || align=&amp;quot;left&amp;quot; | +5 effective monk level for AC and movement bonuses, and unarmed strike damage. If you are willing to trust in a monk's belt, you can forgo Superior Unarmed Strike (which does not stack.) Of, course, magic can be anti-magick'd, and the high damage of the monk's unarmed strike is one of his or her main assets.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Psychoactive Skin|Skin of the Hero]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 77,500 || align=&amp;quot;left&amp;quot; | This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Temporal Acceleration|Boots of Temporal Acceleration]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 43,200 gp || align=&amp;quot;left&amp;quot; | Stop time as a free action for 2 rounds. 1/day.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Bracers of Armor|Bracers of Armor]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 1,000 gp &amp;amp;mdash; 64,000 gp || align=&amp;quot;left&amp;quot; | Armor bonus. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Amulet of Mighty Fists|Amulet of Mighty Fists]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 6,000 go &amp;amp;mdash; 150,000 gp || align=&amp;quot;left&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' with ''[[SRD:Permanency|Permanency]]'' is far cheaper.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Gloves of Titan's Grip|Gloves of Titan's Grip]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 14,000 gp || align=&amp;quot;left&amp;quot; | +8 to grapple checks (7 rounds, 3/day)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of [[SRD:Divine Power|Divine Power]] (continuous effect, persistent spell, CL 21, 1/day) || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 42,000 gp || align=&amp;quot;left&amp;quot; | BAB=character level, +21 temporary hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Belt of Giant Strength|Belt of Giant Strength]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 16,000 gp &amp;amp;mdash; 36,000 gp || align=&amp;quot;left&amp;quot; | Str bonus. Same slot as a monk's belt.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Orange || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +1 caster (or manifester) level.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Pale green || align=&amp;quot;left&amp;quot; | 30,000 gp || align=&amp;quot;left&amp;quot; | +1 competence bonus on [[SRD:Attack Roll|attack rolls]], saves, [[SRD:Skill Check|skill checks]], and [[SRD:Ability Check|ability checks]] (including rolls for initiative).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Speed|Boots of Speed]] || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 12,000 gp || align=&amp;quot;left&amp;quot; | As a [[SRD:Free Actions|free action]], the wearer can click her boot heels together, enabling her to act as though affected by a ''[[SRD:Haste|haste]] ''spell for up to 10 rounds each day. The duration of the ''haste ''effect need not be consecutive rounds.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Third Eye|Third Eye Conceal]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 120,000 gp || align=&amp;quot;left&amp;quot; | Same as [[SRD:Mind Blank|Mind Blank]]. Learning [[SRD:Mind Blank|Mind Blank]] via [[SRD:Psionic Fist|Psionic Fist]] levels or [[SRD:Psychic Chirurgery|Psychic Chirurgery]] is a better option at higher levels.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of Godly Vigor ([[SRD:Vigor|Vigor]] power, continuous, ML 88)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 348,000 gp || align=&amp;quot;left&amp;quot; | +440 hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Power Link (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | 2 free power points to augment a power. Stacks with other power link shards. Total points spent can exceed your manifester level. Ten of these is not too many.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasic Armor (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +2 armor bonus; up to five shards stack with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasmic Fist (Quori shard) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | +1 die size (unarmed strike).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop'' (CL 1)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 2,000 gp || align=&amp;quot;left&amp;quot; | +1 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop, Greater'' (CL 17, persisted spell, 1/day) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 30,600 gp || align=&amp;quot;left&amp;quot; | +4 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Cloak of ''[[SRD:Shapechange|Shapechange]]'' (1/day, CL 20) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 108,000 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |''[[SRD:Manual of Quickness in Action|Manual of Quickness in Action]]''  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | Inherent bonus to Dexterity.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |Any item with ''Natural Weapon Augmentation, Personal'' (Ghost Touch, continuous effect)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | 4,000gp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Periapt of Wisdom|Periapt of Wisdom]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 4,000 gp &amp;amp;mdash; 36,000 || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Ring of Borrowed Mastery (3.5e Equipment)|Ring of Borrowed Mastery]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 24,000gp || align=&amp;quot;left&amp;quot; | A homebrew item allowing the character to permanently steal psionic feats from a target.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Fanged Ring|Fanged Ring]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 5,00gp || align=&amp;quot;left&amp;quot; | Duplicates the Improved Natural Attack feat. Advantages and disadvantages of saving a feat slot this way: same as discussed in the note to the Monk's Belt, above.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Epic Headband of the Psion (3.5e Equipment)|&lt;br /&gt;
Epic Headband of the Psion, Lesser]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 60,000gp || align=&amp;quot;left&amp;quot; | A homebrew item granting a continuous [[SRD:Mental Pinnacle|Mental Pinnacle]] spell, granting 75 bonus power points, +4 to Intelligence and Wisdom, and a number of useful [[Psion]] powers.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Recommended Spells:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' + ''[[SRD:Permanency|Permanency]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash; 9,100 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' + ''[[SRD:Powers|any Power of a level the monk can use]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Incarnate|Incarnate]]'' + ''[[SRD:Danger Sense|Danger Sense]]'' and/or ''[[SRD:Ubiquitous Vision|Ubiquitous Vision]]''|| align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' The ''Greater Mighty Wallop'' spell (from ''Dragon Magic'') increases the wearer's effective size when striking with a bludgeoning weapon by (CL/4, max +5), to a maximum of Size C. So while the monk wears the ring, any form he has of size M or larger is treated as size C or its actual size, whatever is larger, for the purpose of determining bludgeoning damage (such as the monk's unarmed strike).&lt;br /&gt;
&lt;br /&gt;
Exceptionally useful powers to acquire via ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' include ''[[SRD:Steadfast Perception|Steadfast Perception]]'', which provides immunity to illusions, and ''[[SRD:Personal Mind Blank|Personal Mind Blank]]'', which protects the character from all mind-altering effects and most efforts to divine information about them. ''[[SRD:Hypercognition|Hypercognition]]'' and ''[[SRD:Metafaculty|Metafaculty]]'' are excellent information-gathering tools for the monk. ''[[SRD:True Mind Switch|True Mind Switch]]'' can allow the monk to permanently acquire a more robust and agile physical form.&lt;br /&gt;
&lt;br /&gt;
''[[SRD:Ectoplasmic Form|Ectoplasmic Form]]'' can be a handy tool for escaping from areas protected by ''Dimensional Lock.'' ''[[SRD:Psionic Contingency|Psionic Contingency]]'' is another power that can potentially rescue a disastrous situation by activating a power to transport the monk to safety or to shift the odds in the monk's favor.&lt;br /&gt;
&lt;br /&gt;
====Quori Shards====&lt;br /&gt;
&lt;br /&gt;
Quori shards may only be used by Kalashtar PCs or those with a special ability to emulate them (such as a Changeling with the Racial Emulation feat) can use Quori shards (however, you might design a custom item using a Quori shard as the base and enhancing it with the 3rd-level Artificer spell ''Suppress Requirement'' (duration 10 min/lvl). When active, this additional power would allow the character to suppress either the racial requirement (Kalashtar) or the requirement of a manifester level. This custom item would be significantly more expensive than the original item (a modified Fist would cost (3rd * 5th CL * 2,000gp *2 (10 min/level to continuous power) = 45,000 + (3,000 (base Fist cost) * 1.5 (combined power on an item) = 4,500gp = 49,500gp), but either the Power Link or Ectoplasmic Fists will still be a bargain.) The maximum number of shards a character may have implanted is equal to their manifester level (again, the ''Suppress Requirement'' spell offers a possible work-around.) The implanting process permanently reduces the character's hit points by one (per shard). Up to five Ectoplasmic Armor shards and an unlimited number of Power Link shards stack. The benefits of Ectoplasmic Fists do not stack.&lt;br /&gt;
&lt;br /&gt;
'''Power Link''' Quori shards allow the character to augment a power by 2 points (3/day). Multiple shards can be used as a single action, and the points provided by shards are not limited by the character's manifester level.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Fist''' Quori shards increase the damage of the monk's unarmed strike as if he or she were one size category larger.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Armor''' Quori shards give a +2 armor bonus. Up to five armor shards stack, for a bonus of +10.&lt;br /&gt;
&lt;br /&gt;
;Suggested [[SRD:Psychic Warrior|Psychic Warrior]] Powers:&lt;br /&gt;
&lt;br /&gt;
1st: [[SRD:Expansion|Expansion]], [[SRD:Inertial Armor|Inertial Armor]], (Or  [[SRD:Grip of Iron|Grip of Iron]], [[SRD:Precognition|Precognition]]).&lt;br /&gt;
&lt;br /&gt;
2nd: [[SRD:Hustle|Hustle]], [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]], (Or [[SRD:Animal Affinity|Animal Affinity]]).&lt;br /&gt;
&lt;br /&gt;
3rd: [[SRD:Body Adjustment|Body Adjustment]], [[SRD:Dimension Slide|Dimension Slide]], (Or [[SRD:Danger Sense|Danger Sense]], [[SRD:Wall Walker|Wall Walker]], [[SRD:Mental Barrier|Mental Barrier]], [[SRD:Hostile Empathic Transfer|Hostile Empathic Transfer]]).&lt;br /&gt;
&lt;br /&gt;
4th: [[SRD:Psionic Dimension Door|Psionic Dimension Door]], [[SRD:Steadfast Perception|Steadfast Perception]], [[SRD:Metamorphosis|Metamorphosis]] (requires [[SRD:Expanded Knowledge|Expanded Knowledge]] feat: see below).&lt;br /&gt;
&lt;br /&gt;
5th: [[SRD:Oak Body|Oak Body]], [[SRD:Psychofeedback|Psychofeedback]].&lt;br /&gt;
&lt;br /&gt;
See also: [[Ultimate Monk (DnD Optimized Character Build)/Optimization Note: Getting More (and Better) Powers|Psionic Optimization: Getting More (and Better) Powers]]&lt;br /&gt;
&lt;br /&gt;
====Further Discussion of Useful Spells, Powers, and Items====&lt;br /&gt;
&lt;br /&gt;
See also [[Ultimate Monk (DnD Optimized Character Build)/Buffing the Ultimate Monk|Buffing the Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
====Nonmagical Items====&lt;br /&gt;
It is helpful to keep sai on hand, for disarming attacks. A longspear (as a monstrous humanoid, broodguards are proficient with all simple weapons) allows the monk to make attacks of opportunity on opponents closing whilst using his unarmed strike once opponents are adjacent.&lt;br /&gt;
&lt;br /&gt;
A heavy crossbow is useful for ranged engagements.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
This build makes use of several optional rules from [[Unearthed Arcana]] including the use of traits, the use of flaws, and fractional BAB+ advancement.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
Broodguard&lt;br /&gt;
&lt;br /&gt;
Initial scores (32 point buy):&lt;br /&gt;
&lt;br /&gt;
Str: 14 [6] [[Int]]: 10 (14) [6] [[Wis]]: 16 [10] [[Dex]]: 16 (14) [6] [[Con]]: 14 (12) [4] [[Cha]]: 4 [0]&lt;br /&gt;
&lt;br /&gt;
Region: Taer&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ECL !! Class/HD/LA !! Feats !! Special&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Monk 1 || [[Improved Unarmed Strike]], [[Stunning Fist]], [[Improved Initiative]], Battle Jumper, [[SRD:Wild Talent|Wild Talent]] (Novar), [[Psionic Fist]] || Monk abilities, Rage 1/day, immune to hold, charm, claws 1d2/1d2, bite 1d3, Decisive strike (variant class feature)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 2nd || Ranger 1 || [[Track]] || Animal empathy&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Monk 1/Ranger 2 (Fangshields substitution level 2)  || Ascetic Hunter, Improved Natural Attack || &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 4th || Monk 2/Ranger 2 (Fangshields substitution level 2) ||  || Evasion, +1 Wis&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Monk 3/Ranger 2 (Fangshields substitution level 2) ||  || Still Mind&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 6th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 1 || [[Up the Walls]] || [[SRD:Inertial Armor|Inertial Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 2 ||  || [[Expansion]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 8th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 3 ||  || +1 Wis, [[Hustle]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 4 || Practiced Manifester || [[SRD:Body Adjustment|Body Adjustment]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 10th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 5 || [[Quicken Power]] || [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]]&lt;br /&gt;
|-&lt;br /&gt;
| 11th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 6 ||  || [[SRD:Mental Barrier|Mental Barrier]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 7 || Superior Unarmed Strike || +1 Wis, [[SRD:Steadfast Perception|Steadfast Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 8 ||  || [[SRD:Energy Adaptation|Energy Adaptation]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 9 ||  || [[SRD:Oak Body|Oak Body]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10 || [[Overchannel]], [[SRD:Expanded Knowledge|Expanded Knowledge]] ([[SRD:Metamorphosis|Metamorphosis]]) || [[SRD:Catapsi|Catapsi]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1 ||  || +1 Wis, immune to critical hits, +1 natural weapon effective size (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1/Zerth Cenobite 1 ||  || [[SRD:Chameleon|Chameleon]], Temporal Distillation 1/day&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 2/Zerth Cenobite 1 || [[SRD:Unavoidable Strike|Unavoidable Strike]] ||  +4 Str, +4 Con (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 19th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 3/Zerth Cenobite 1 ||  || +5 reach natural weapons (when transformed)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 4/Zerth Cenobite 1 ||  || +1 Wis, fast healing 2 (when transformed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
+9 to base [[initiative]] (+4 [[Improved Initiative]], +2 Aggressive, +3 [[Dex|Dexterity]].)&lt;br /&gt;
&lt;br /&gt;
The Fangshields level gives the monk the benefit of Improved Natural Feat at ECL 3. The decisive strike variant class feature (which replaces flurry of blows) gives a single attack at -2 dealing double damage, whilst the Battle Jumper feat gives the benefits of charge and double damage when you drop on an opponent from above. These features can lead to colossal damage rolls at relatively low ECL.&lt;br /&gt;
&lt;br /&gt;
Example: The sample build spots an ogre at ECL 4, and has an opportunity to set an ambush from above. Base damage is 2d6 + 4 (1d8 + Improved Natural Attack, Str 14 + rage) + 2d6 (Psionic Fist) *2 (Battle Jumper feat) = 8d6+8. If he could not jump down on the foe, he could hold his psionic focus until he could attack with a full-round action (using decisive strike) and deal the same damage cited above.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
This is it. For the giant-sized version, see [[Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Hit points and AC are not great. The key is to control when and how you are involved in combat.&lt;br /&gt;
&lt;br /&gt;
BAB is so-so, and is best addressed by the intelligent use of attack modifiers like charge (+2), flank attack (+2), and the like. At later levels, Unavoidable Strike lets you resolve an unarmed attack as a touch attack, ignoring armor.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
I love flaws, but allowing them gives 2 extra feats at first level, which goes a long way to making this build possible.&lt;br /&gt;
&lt;br /&gt;
On that same subject, the 3.5E rule provide great mounted combat and archery feats. If you find the type of monk described here is mowing through the ranks of your NPCs, I suggest taking the monk out of his element. He or she will be fast enough that they won't need to ride, but fighting on foot against a skilled rider is a difficult proposition in the 3.5E rules, and the greater speed of the mount, as well as the open terrain on which such combats take place, will tend to restrict the monk's fighting tactics. If that still doesn't work, bring on the Mongol tactics; mounted archers who fire, and flee before the monk can hit them. Turnabout is fair play.&lt;br /&gt;
&lt;br /&gt;
Some DM might get frustrated with players who use the rules to repeatedly attack from behind, avoid shields and Dex bonuses, and do as much damage as a Greatsword-wielding barbarian with punches and kicks. But these things are not abuses, but rather are in the spirit of the martial-arts-master archetype. There is a heavy price to be paid for them, as this build shows. If you know and enforce the rules for Iaijutsu Focus, charging, tumbling, and the use of psionic feats (don't forget the requirement that the character expend their psionic focus to use feats like Quicken Power and Psionic Fist!) the build should be balanced relative to other classes. &lt;br /&gt;
&lt;br /&gt;
As the tactics recommended for this build require intelligent but hair-raising risk taking, the DM should make it clear that if the player gets in over his head and provokes an attack of opportunity from the ogre he is flanking, the DM will not bail him out.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ten Steps to Your Broken Monk ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Get ''Unearthed Arcana''''', and using your best wheedling voice along with a high-quality baked-goods bribe, encourage your DM to adopt the following rules variants: fractional BAB (fair, and should be in the core rules), action points (helps everybody, but especially the monk, who has some rolls he ''must'' make,) traits and flaws (pretty balanced, but gamable), and class defense (the brass ring, but entirely a matter of taste; best suggested after one of those arguments over whether a character would have been wearing their armor or not.)&lt;br /&gt;
&lt;br /&gt;
'''2. Get ''Oriental Adventures''.''' This is an obvious move, but even if you have access to the martial arts (and ancestor) feats via other sources, you need access to the styles (you can get some hefty game bonuses be mastering certain sets of feats), the prestige classes (the Bear Warrior monk is gloriously broken), and the Iaijutsu Focus skill.&lt;br /&gt;
&lt;br /&gt;
'''3. Make your character psionic''', whether by choosing a psionic race, class, or the Wild Talent feat. The psionic feats are impossible to pass up, and coupled with the monk's extreme mobility, once you have Speed of Thought and Up the Walls you need never role against a shield bonus again. The Fist of Zukoen prestige class is great for avoiding those upper monk levels with their underwhelming class benefits (&amp;quot;Wow, I'm immune to poisons. When do I get immunity to axes?&amp;quot;) A couple levels of Psychic Warrior nets not only your choice of great psionic buffs -- Expansion, Burst, Precognition (Offensive) -- but two bonus combat feats -- and feats are oxygen to the monk.&lt;br /&gt;
&lt;br /&gt;
'''4. Buff your Initiative.''' Iaijutsu Focus, Psionic Fist, Flying Kick -- they all add up to an awesome first-strike capability against flat-footed opponents. Many players waste their time buffing the monk's AC, but in truth, careful defense is a losing strategy in a game that will always be tilted in favor of bold action. Your BAB is mediocre -- don't give your opponents the luxury of readying their shields and getting in combat stance. Win initiative, tumble through their ranks (or just run around them) and kick them in the back of the head. A dead enemy is the best protection of all.&lt;br /&gt;
&lt;br /&gt;
'''5. Don't get hung up on Str and Con.''' Sure, they're great to have. But for the monk, every ability score is important. Dexterity, duh. Wisdom, for AC, skills, and the psionic abilities and skill checks that will be part of your game (see point #3). Intelligence, because you will always have more skills than points to spend on them: Balance, Tumble, Jump, Iaijutsu Focus, Spot, Concentration, Hide, Move Silently, and one could go on. Charisma, as so often, is the kid with glasses by the punchbowl, but even so, you need a 13+ to get the Mighty Works Mastery feats to eventually strike as one size category larger, it is the base skill for Iaijutsu Focus, and hey, getting along with people is nice, especially as a character with stealth skills who fights without weapons or armor is the ideal urban infiltrator/spy.&lt;br /&gt;
&lt;br /&gt;
'''6. Multiclass until your teeth hurt.''' Most players get this. Try and focus on classes that give you feats and abilities you need at the first level. Many classes have a basket of goodies at the entry point, then a slow progression; love them, leave them, and get back to your monk and monk prestige classes. There are exceptions (Bear Warrior) but mostly the rule works.&lt;br /&gt;
&lt;br /&gt;
'''7. Buff your base speed.''' Speed is one of the most underappreciated statistics in a statistics-obsessed game. But you have been buffing your initiative (as per #4), you have mad tumbling skills (#5), and Up the Walls (#3) so attacks of opportunity are not a problem for you. You act first and when you do, you will be able to strike from places your opponents' never imagined -- or, you will vanish completely from sight and strike later from ambush. Speed is crucial for the sky-high Jump and Balance bonuses that give your character a kung fu movie vibe.  &lt;br /&gt;
&lt;br /&gt;
'''8. Oh, the humanity.''' Some players blow off the idea of playing a human character, but of the ECL 0 races in 3.5E, the human is arguably the best monk race. You need that extra feat. Extra skill points are nice. You can chose the monk as your favored class, speeding your advancement, as the monk must multiclass unevenly (see #6). You gain access to wicked ancestor feats. What you give up is the opportunity to optimize your stats with race adjustments, or to play a psionic race and avoid the Wild Talent feat. But the Wild Talent feat is a Fist of Zukoen requirement anyway, and as to the former, the monk is perhaps the only class in which all ability scores are important. Raising one -- even Str -- at the expense of another is not going to make or break your monk.&lt;br /&gt;
&lt;br /&gt;
'''9. Focus on damage and attack bonuses, and let multiple attacks come.''' Flurrying at early levels, as most monk-friendly players have discovered, is a great way to strike three times a round and miss every time. (If you go all out with Two-Weapon Fighting, ki frenzy, and monk flurry, with a Nezumi or Vanara's tailspikes thrown in, you can be a ECL 2 character with five attacks per round. With a BAB +1 and a cumulative -8 penalty to each attack, this build is not recommended, unless you plan to make a career out of beating up unconscious people really fast.) Eventually, it will be a devastating advantage. In the meantime, you want your attacks to count. There are many, many ways to do this. Reckless Charge gives a +4 bonus to attack, at 1st level (we don't care about to -4 to AC because we fully intend to kill with our first strike.) Empty Hand Mastery, from OA, allows the monk to strike as if he were one size category larger while the Psychic Warrior power Expansion (available at 1st level, see #6) actually makes him bigger. Flying Kick provides +1d12 charging, Powerful Charge adds +1d8 for M-sized characters, and Psionic Charge and Up the Walls will ensure it is the rare opponent who will be safe from your charge attack (and when it becomes painful to give up your multiple attacks to charge, you will have the 2nd-level Psychic Warrior power of Psionic Lion's Charge, and you won't have to). Psionic Fist give +2d6, which will eventually be negligible, but is nothing to sneeze at at first level, and can be used an unlimited number of times per day (take Psionic Meditation to get your focus back with a move action, and you can use it every round).&lt;br /&gt;
&lt;br /&gt;
'''10. Think differently.''' The monk can do things no other class can do. Just one example: an enemy that is no longer flat-footed can change their facing once for free. But the monk with a base 60ft move (or more) can, by Tumbling at half-speed, flank their foe, allow them to change facing, then move ''again'' and position themselves in the rear, and then strike.&lt;br /&gt;
&lt;br /&gt;
Of course, at early levels, if you stand there and trade blow for blow with a barbarian or a samurai, you're going to lose. If you didn't, those classes would be wholly pointless. Use your mobility, fight dirty, and be gone before the other side unsheathes its swords -- if they live to draw them.&lt;br /&gt;
&lt;br /&gt;
===FAQ===&lt;br /&gt;
&lt;br /&gt;
'''1. Your example wouldn't work on a higher-level barbarian, with Uncanny Defense and Instantaneous Rage.'''&lt;br /&gt;
&lt;br /&gt;
Of course not. But by the time the barbarian has uncanny defense, the monk will have enough hit points to strike again if his first attack misses. And by the time the barbarian can instantly rage, the monk will have a whole array of new and devastating offensive abilities (see my  [[Ultimate Monk]].)&lt;br /&gt;
&lt;br /&gt;
'''2. How can you deliver a monk with reduced hit points and armor class, and call it survivable? Are you just being contrary?'''&lt;br /&gt;
&lt;br /&gt;
No, I recognize these as serious deficiencies. As the build progresses, they will be addressed. But the two things a monk must have are a high initiative bonus and a high-damage attack. These are what he needs to survive. In 4E parlance, the monk is not a &amp;quot;controller&amp;quot; to be set between an enemy and the party's soft center. Nor does he belong in the center. He belongs behind the backs of the enemy's soft center, making use of his speed and mobility. For that to work he needs the initiative bonus and a killing finish. If the enemy can take 20 points of damage, making the stunning save, and turn around and whomp the monk, he was too tough for a stand up fight at ECL 1 anyway.&lt;br /&gt;
&lt;br /&gt;
'''3. It says in the Player's Handbook that monks can't multiclass. Ouch.'''&lt;br /&gt;
&lt;br /&gt;
Core rules, yes, once you leave monk you may never return.  OA rules, however, allow for monks to multiclass freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Optimized Character Builds Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)</id>
		<title>Survivor Monk (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-11-14T01:48:43Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Spells, Powers, Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/16/07&lt;br /&gt;
|status= In Progress&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ah, the [[monk]]. When we chose the monk path, we have visions of dancing up castle walls and dispatching the four guardsmen atop the allure with well-placed kicks before smashing open the sally port with a single devastating blow. Yet what we find, as a lowly ECL 1, is often more akin to this:&lt;br /&gt;
&lt;br /&gt;
''Your [[lawful]] nature compels you to protest that Aragormesh, your half-orc barbarian companion, is cheating at cards. In a drunken rage, he howls a challenge. You strike with awesome speed, connecting with a punch that does 1d6 +3 ([[Str]]) for 6 points of damage. Aragormesh blinks, shrugs it off, and brings his [[masterwork]] Greataxe down upon your shaven head. The cards are ruined, and your companions spend the rest of the evening arguing about whether an ascetic like yourself would have wanted them to spend money on a funeral.''&lt;br /&gt;
&lt;br /&gt;
It didn't have to be that way. But you brought it on yourself. You bought a robe, picked a [[feat]] or two that looked nice, and went out into the world, which promptly put you out of your misery. The [[monk]] class does not lend itself to this sort of autopilot gaming. But with the right [[race]], the right [[feat]]s, and most of all, the right tactics, your [[monk]] can go from redshirt to reaper:&lt;br /&gt;
&lt;br /&gt;
''Aragormesh is cheating you at cards. Without a word or gesture, before he can rage, you strike, moving from his front to his rear (without provoking attacks of opportunity, since he is flat-footed). Attacking a flat-footed opponent from behind, you hit easily. Your Iaijutsu focus check is 17 (+2d6), you expend your focus to use Psionic Fist (+2d6). Just in case, you declared a [[Stunning Fist]] Attack as well. But with 5d6+2 damage against Aragormesh's 15 hp, there's no need to role a saving throw for the stunning attack. You and your companions quickly agree on a Viking funeral, and press on to greater adventures.''&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Player's Handbook Version 3.5&lt;br /&gt;
&lt;br /&gt;
Player's Handbook II (decisive strike variant class feature)&lt;br /&gt;
&lt;br /&gt;
[[Unearthed Arcana]]&lt;br /&gt;
&lt;br /&gt;
[[Expanded Psionics Handbook]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]] (Broodguards)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jumper feat)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger)&lt;br /&gt;
&lt;br /&gt;
[[Complete Psionic]] (Practiced Manifester feat, Zerth Cenobite prestige class, Wild Talent (Novar) feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
This build requires [[Lawful]] [[alignment]].&lt;br /&gt;
&lt;br /&gt;
=== Race and Templates ===&lt;br /&gt;
&lt;br /&gt;
Humans are optimal, given this build's insatiable hunger for [[feats]].&lt;br /&gt;
&lt;br /&gt;
On the unusual side, Broodguards (from Savage Species, pg. 141) are an [[LA]] +0 modification to the human template. Broodguards have the following score modifers: +2 [[Dex]], +2 [[Con]], -4 [[Int]], -4 [[Cha]]. They are immune to hold and charm effects, and gain the monstrous humanoid type, which makes them eligible for the Fangshield Ranger racial substitution level. They may be of any [[alignment]] -- and, once per day, they can [[Rage]] (as per the [[Barbarian]] class). This fulfills a long-standing dream of many [[monk]]-loving characters -- getting around the diametrically opposed alignments of the [[Barbarian]] and the [[Monk]] to achieve the Holy Grail -- a monk who can Rage. Broodguards are created by Yuan-Ti from prisoners, so it is reasonable for a [[monk]] (now, presumably, escaped from the Yuan-Ti's clutches) to be of this [[race]].&lt;br /&gt;
&lt;br /&gt;
The progression below uses a Broodguard.&lt;br /&gt;
&lt;br /&gt;
The [[Children of Tulkas (DnD Bloodline)]], designed by yours truly, is a great asset to monks (surprise, surprise). In exchange for three bloodline levels, the major bloodline gives eight combat feats over twenty levels, as well as useful skill and ability bonuses (reflecting the character's connection with Tulkas, the strongest and most potent warrior among the Valar, who fought without arms or armor). I humbly hope that players who have always wanted to play a Haruchi-type warrior will give it a look. It certainly allows a character to move at a good clip along the unarmed combat feat trees without too much multiclassing.&lt;br /&gt;
&lt;br /&gt;
If you have a doting DM who will pass the idea of an [[LA]] +2 race, the Githzerai make fantastic monks (indeed, it is their favored class). They are psionic (pretty much all monks should be psionic; for the feats, if nothing else). +6 dex, giving +3 AC, +2 wis, giving 1 extra power point, another +1 to AC, +1 DC to stunning attacks, and so on. Githzerai have inertial armor as a 3/day racial ability, meaning that your character can easily role out of bed with the equivalent of plate armor (say, Wis 16 and Dex 16 before modifiers = +4 inertial armor, +6 Dodge bonus, +4 insight bonus = AC 24).&lt;br /&gt;
&lt;br /&gt;
If you are willing to spend a few levels in a monster class, good choices abound. This is, perhaps, the easiest way to escort a monk through the early levels: start in a monster class, picking up great BAB, stat bonuses, natural armor, and other goodies, and then add monk levels when you finish. Monks are the perfect fit with monster levels: monsters typically lack armor proficiency, have great mobility, Large size (if you want), great abilities (and there is no class that can make good use of every single ability score as the monk can). It used to be that if you chose a race with a claw attack, you had to waste an ability, since the monk's unarmed strike is basically a natural attack, and they don't stack. I should say they didn't stack, because with the Beast Strike feat (BAB+5 and, naturally, a claw or slam attack) your claw or slam attack damage stacks with your unarmed combat damage. The fit is perfect.&lt;br /&gt;
&lt;br /&gt;
I should mention in the context of monster classes the Saint template (LA +2). This brings some nice ability bonuses and magical stuff with it, but the primary benefit from an optimizing perspective is that it converts your (usually) monstrous humanoid levels into levels of outsider. That brings with it great saves, a ton of skill points (monks need skills) and weapon proficiency (if your race didn't have it to begin with). If you are considering a build with more than a couple monster levels, it's an option well worth considering.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
This build uses the [[Monk]] (PHB v3.5), the Psionic Fist (SRD) the Ranger (SRD) and Fangshields Ranger substitution level ([[Champions of Valor]]), as well as the Warshaper ([[Complete Warrior]]).&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
[[Improved Initiative]]&lt;br /&gt;
&lt;br /&gt;
[[SRD:Wild Talent|Wild Talent]] (Novar) -- Introduced in [[Complete Psionic]], this variant of the Wild Talent feat grants only one power point, but also grants the use of [[SRD:Precognition|Precognition]] 1/day.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Psionic Fist|Psionic Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Improved Unarmed Strike]]&lt;br /&gt;
&lt;br /&gt;
[[Stunning Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Alertness]] -- Broodguards receive Alertness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
Practiced Manifester -- Introduced in [[Complete Psionic]], this feat grants an increase of +4 to a character's manifester level, up to the limit of their character level.&lt;br /&gt;
&lt;br /&gt;
Battle Jumper -- A regional feat from [[Unapproachable East]], it allows any attack in which you drop from 5-15 feet above your opponent to count as a charge and do double damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Aggressive (+2 [[initiative]], -1 [[AC]])&lt;br /&gt;
&lt;br /&gt;
Quick (base speed +10ft., -1 hp per level)&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
&lt;br /&gt;
Murky-eyed (roll miss chance for concealment twice)&lt;br /&gt;
&lt;br /&gt;
Shaky (-2 to ranged attacks)&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Recommend Additions&lt;br /&gt;
|-&lt;br /&gt;
! Item, Spell, or Power !! Version !! Cost !! Result/Notes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Suggested Items:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Monk's Belt|Monk's Belt]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 13,000 gp || align=&amp;quot;left&amp;quot; | +5 effective monk level for AC and movement bonuses, and unarmed strike damage. If you are willing to trust in a monk's belt, you can forgo Superior Unarmed Strike (which does not stack.) Of, course, magic can be anti-magick'd, and the high damage of the monk's unarmed strike is one of his or her main assets.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Psychoactive Skin|Skin of the Hero]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 77,500 || align=&amp;quot;left&amp;quot; | This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Temporal Acceleration|Boots of Temporal Acceleration]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 43,200 gp || align=&amp;quot;left&amp;quot; | Stop time as a free action for 2 rounds. 1/day.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Bracers of Armor|Bracers of Armor]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 1,000 gp &amp;amp;mdash; 64,000 gp || align=&amp;quot;left&amp;quot; | Armor bonus. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Amulet of Mighty Fists|Amulet of Mighty Fists]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 6,000 go &amp;amp;mdash; 150,000 gp || align=&amp;quot;left&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' with ''[[SRD:Permanency|Permanency]]'' is far cheaper.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Gloves of Titan's Grip|Gloves of Titan's Grip]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 14,000 gp || align=&amp;quot;left&amp;quot; | +8 to grapple checks (7 rounds, 3/day)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of [[SRD:Divine Power|Divine Power]] (continuous effect, persistent spell, CL 21, 1/day) || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 42,000 gp || align=&amp;quot;left&amp;quot; | BAB=character level, +21 temporary hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Belt of Giant Strength|Belt of Giant Strength]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 16,000 gp &amp;amp;mdash; 36,000 gp || align=&amp;quot;left&amp;quot; | Str bonus. Same slot as a monk's belt.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Orange || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +1 caster (or manifester) level.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Pale green || align=&amp;quot;left&amp;quot; | 30,000 gp || align=&amp;quot;left&amp;quot; | +1 competence bonus on [[SRD:Attack Roll|attack rolls]], saves, [[SRD:Skill Check|skill checks]], and [[SRD:Ability Check|ability checks]] (including rolls for initiative).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Speed|Boots of Speed]] || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 12,000 gp || align=&amp;quot;left&amp;quot; | As a [[SRD:Free Actions|free action]], the wearer can click her boot heels together, enabling her to act as though affected by a ''[[SRD:Haste|haste]] ''spell for up to 10 rounds each day. The duration of the ''haste ''effect need not be consecutive rounds.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Third Eye|Third Eye Conceal]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 120,000 gp || align=&amp;quot;left&amp;quot; | Same as [[SRD:Mind Blank|Mind Blank]]. Learning [[SRD:Mind Blank|Mind Blank]] via [[SRD:Psionic Fist|Psionic Fist]] levels or [[SRD:Psychic Chirurgery|Psychic Chirurgery]] is a better option at higher levels.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of Godly Vigor ([[SRD:Vigor|Vigor]] power, continuous, ML 88)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 348,000 gp || align=&amp;quot;left&amp;quot; | +440 hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Power Link (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | 2 free power points to augment a power. Stacks with other power link shards. Total points spent can exceed your manifester level. Ten of these is not too many.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasic Armor (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +2 armor bonus; up to five shards stack with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasmic Fist (Quori shard) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | +1 die size (unarmed strike).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop'' (CL 1)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 2,000 gp || align=&amp;quot;left&amp;quot; | +1 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop, Greater'' (CL 17, persisted spell, 1/day) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 30,600 gp || align=&amp;quot;left&amp;quot; | +4 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Cloak of ''[[SRD:Shapechange|Shapechange]]'' (1/day, CL 20) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 108,000 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |''[[SRD:Manual of Quickness in Action|Manual of Quickness in Action]]''  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | Inherent bonus to Dexterity.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |Any item with ''Natural Weapon Augmentation, Personal'' (Ghost Touch, continuous effect)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | 4,000gp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Periapt of Wisdom|Periapt of Wisdom]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 4,000 gp &amp;amp;mdash; 36,000 || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Ring of Borrowed Mastery (3.5e Equipment)|Ring of Borrowed Mastery]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 24,000gp || align=&amp;quot;left&amp;quot; | A homebrew item allowing the character to permanently steal psionic feats from a target.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Fanged Ring|Fanged Ring]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 5,00gp || align=&amp;quot;left&amp;quot; | Duplicates the Improved Natural Attack feat. Advantages and disadvantages of saving a feat slot this way: same as discussed in the note to the Monk's Belt, above.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Epic Headband of the Psion (3.5e Equipment)|&lt;br /&gt;
Epic Headband of the Psion, Lesser]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 60,000gp || align=&amp;quot;left&amp;quot; | A homebrew item granting a continuous [[SRD:Mental Pinnacle|Mental Pinnacle]] spell, granting 75 bonus power points, +4 to Intelligence and Wisdom, and a number of useful [[Psion]] powers.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Recommended Spells:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' + ''[[SRD:Permanency|Permanency]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash; 9,100 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' + ''[[SRD:Powers|any Power of a level the monk can use]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Incarnate|Incarnate]]'' + ''[[SRD:Danger Sense|Danger Sense]]'' and/or ''[[SRD:Ubiquitous Vision|Ubiquitous Vision]]''|| align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' The ''Greater Mighty Wallop'' spell (from ''Dragon Magic'') increases the wearer's effective size when striking with a bludgeoning weapon by (CL/4, max +5), to a maximum of Size C. So while the monk wears the ring, any form he has of size M or larger is treated as size C or its actual size, whatever is larger, for the purpose of determining bludgeoning damage (such as the monk's unarmed strike).&lt;br /&gt;
&lt;br /&gt;
Exceptionally useful powers to acquire via ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' include ''[[SRD:Steadfast Perception|Steadfast Perception]]'', which provides immunity to illusions, and ''[[SRD:Personal Mind Blank|Personal Mind Blank]]'', which protects the character from all mind-altering effects and most efforts to divine information about them. ''[[SRD:Hypercognition|Hypercognition]]'' and ''[[SRD:Metafaculty|Metafaculty]]'' are excellent information-gathering tools for the monk. ''[[SRD:True Mind Switch|True Mind Switch]]'' can allow the monk to permanently acquire a more robust and agile physical form.&lt;br /&gt;
&lt;br /&gt;
''[[SRD:Ectoplasmic Form|Ectoplasmic Form]]'' can be a handy tool for escaping from areas protected by ''Dimensional Lock.'' ''[[SRD:Psionic Contingency|Psionic Contingency]]'' is another power that can potentially rescue a disastrous situation by activating a power to transport the monk to safety or to shift the odds in the monk's favor.&lt;br /&gt;
&lt;br /&gt;
====Quori Shards====&lt;br /&gt;
&lt;br /&gt;
Quori shards may only be used by Kalashtar PCs or those with a special ability to emulate them (such as a Changeling with the Racial Emulation feat) can use Quori shards (however, you might design a custom item using a Quori shard as the base and enhancing it with the 3rd-level Artificer spell ''Suppress Requirement'' (duration 10 min/lvl). When active, this additional power would allow the character to suppress either the racial requirement (Kalashtar) or the requirement of a manifester level. This custom item would be significantly more expensive than the original item (a modified Fist would cost (3rd * 5th CL * 2,000gp *2 (10 min/level to continuous power) = 45,000 + (3,000 (base Fist cost) * 1.5 (combined power on an item) = 4,500gp = 49,500gp), but either the Power Link or Ectoplasmic Fists will still be a bargain.) The maximum number of shards a character may have implanted is equal to their manifester level (again, the ''Suppress Requirement'' spell offers a possible work-around.) The implanting process permanently reduces the character's hit points by one (per shard). Up to five Ectoplasmic Armor shards and an unlimited number of Power Link shards stack. The benefits of Ectoplasmic Fists do not stack.&lt;br /&gt;
&lt;br /&gt;
'''Power Link''' Quori shards allow the character to augment a power by 2 points (3/day). Multiple shards can be used as a single action, and the points provided by shards are not limited by the character's manifester level.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Fist''' Quori shards increase the damage of the monk's unarmed strike as if he or she were one size category larger.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Armor''' Quori shards give a +2 armor bonus. Up to five armor shards stack, for a bonus of +10.&lt;br /&gt;
&lt;br /&gt;
;Suggested [[SRD:Psychic Warrior|Psychic Warrior]] Powers:&lt;br /&gt;
&lt;br /&gt;
1st: [[SRD:Expansion|Expansion]], [[SRD:Inertial Armor|Inertial Armor]], (Or  [[SRD:Grip of Iron|Grip of Iron]], [[SRD:Precognition|Precognition]]).&lt;br /&gt;
&lt;br /&gt;
2nd: [[SRD:Hustle|Hustle]], [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]], (Or [[SRD:Animal Affinity|Animal Affinity]]).&lt;br /&gt;
&lt;br /&gt;
3rd: [[SRD:Body Adjustment|Body Adjustment]], [[SRD:Dimension Slide|Dimension Slide]], (Or [[SRD:Danger Sense|Danger Sense]], [[SRD:Wall Walker|Wall Walker]], [[SRD:Mental Barrier|Mental Barrier]], [[SRD:Hostile Empathic Transfer|Hostile Empathic Transfer]]).&lt;br /&gt;
&lt;br /&gt;
4th: [[SRD:Psionic Dimension Door|Psionic Dimension Door]], [[SRD:Steadfast Perception|Steadfast Perception]], [[SRD:Metamorphosis|Metamorphosis]] (requires [[SRD:Expanded Knowledge|Expanded Knowledge]] feat: see below).&lt;br /&gt;
&lt;br /&gt;
5th: [[SRD:Oak Body|Oak Body]], [[SRD:Psychofeedback|Psychofeedback]].&lt;br /&gt;
&lt;br /&gt;
See also: [[Ultimate Monk (DnD Optimized Character Build)/Optimization Note: Getting More (and Better) Powers|Psionic Optimization: Getting More (and Better) Powers]]&lt;br /&gt;
&lt;br /&gt;
====Further Discussion of Useful Spells, Powers, and Items====&lt;br /&gt;
&lt;br /&gt;
See also [[Ultimate Monk (DnD Optimized Character Build)/Buffing the Ultimate Monk|Buffing the Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
====Nonmagical Items====&lt;br /&gt;
It is helpful to keep sai on hand, for disarming attacks. A longspear (as a monstrous humanoid, broodguards are proficient with all simple weapons) allows the monk to make attacks of opportunity on opponents closing whilst using his unarmed strike once opponents are adjacent.&lt;br /&gt;
&lt;br /&gt;
A heavy crossbow is useful for ranged engagements.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
This build makes use of several optional rules from [[Unearthed Arcana]] including the use of traits, the use of flaws, and fractional BAB+ advancement.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
Broodguard&lt;br /&gt;
&lt;br /&gt;
Initial scores (32 point buy):&lt;br /&gt;
&lt;br /&gt;
Str: 14 [6] [[Int]]: 10 (14) [6] [[Wis]]: 16 [10] [[Dex]]: 16 (14) [6] [[Con]]: 14 (12) [4] [[Cha]]: 4 [0]&lt;br /&gt;
&lt;br /&gt;
Region: Taer&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ECL !! Class/HD/LA !! Feats !! Special&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Monk 1 || [[Improved Unarmed Strike]], [[Stunning Fist]], [[Improved Initiative]], Battle Jumper, [[SRD:Wild Talent|Wild Talent]] (Novar), [[Psionic Fist]] || Monk abilities, Rage 1/day, immune to hold, charm, claws 1d2/1d2, bite 1d3, Decisive strike (variant class feature)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 2nd || Ranger 1 || [[Track]] || Animal empathy&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Monk 1/Ranger 2 (Fangshields substitution level 2)  || Ascetic Hunter, Improved Natural Attack || &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 4th || Monk 2/Ranger 2 (Fangshields substitution level 2) ||  || Evasion, +1 Wis&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Monk 3/Ranger 2 (Fangshields substitution level 2) ||  || Still Mind&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 6th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 1 || [[Up the Walls]] || [[SRD:Inertial Armor|Inertial Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 2 ||  || [[Expansion]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 8th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 3 ||  || +1 Wis, [[Hustle]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 4 || Practiced Manifester || [[SRD:Body Adjustment|Body Adjustment]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 10th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 5 || [[Quicken Power]] || [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]]&lt;br /&gt;
|-&lt;br /&gt;
| 11th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 6 ||  || [[SRD:Mental Barrier|Mental Barrier]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 7 || Superior Unarmed Strike || +1 Wis, [[SRD:Steadfast Perception|Steadfast Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 8 ||  || [[SRD:Energy Adaptation|Energy Adaptation]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 9 ||  || [[SRD:Oak Body|Oak Body]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10 || [[Overchannel]], [[SRD:Expanded Knowledge|Expanded Knowledge]] ([[SRD:Metamorphosis|Metamorphosis]]) || [[SRD:Catapsi|Catapsi]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1 ||  || +1 Wis, immune to critical hits, +1 natural weapon effective size (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1/Zerth Cenobite 1 ||  || [[SRD:Chameleon|Chameleon]], Temporal Distillation 1/day&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 2/Zerth Cenobite 1 || [[SRD:Unavoidable Strike|Unavoidable Strike]] ||  +4 Str, +4 Con (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 19th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 3/Zerth Cenobite 1 ||  || +5 reach natural weapons (when transformed)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 4/Zerth Cenobite 1 ||  || +1 Wis, fast healing 2 (when transformed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
+9 to base [[initiative]] (+4 [[Improved Initiative]], +2 Aggressive, +3 [[Dex|Dexterity]].)&lt;br /&gt;
&lt;br /&gt;
The Fangshields level gives the monk the benefit of Improved Natural Feat at ECL 3. The decisive strike variant class feature (which replaces flurry of blows) gives a single attack at -2 dealing double damage, whilst the Battle Jumper feat gives the benefits of charge and double damage when you drop on an opponent from above. These features can lead to colossal damage rolls at relatively low ECL.&lt;br /&gt;
&lt;br /&gt;
Example: The sample build spots an ogre at ECL 4, and has an opportunity to set an ambush from above. Base damage is 2d6 + 4 (1d8 + Improved Natural Attack, Str 14 + rage) + 2d6 (Psionic Fist) *2 (Battle Jumper feat) = 8d6+8. If he could not jump down on the foe, he could hold his psionic focus until he could attack with a full-round action (using decisive strike) and deal the same damage cited above.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
This is it. For the giant-sized version, see [[Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Hit points and AC are not great. The key is to control when and how you are involved in combat.&lt;br /&gt;
&lt;br /&gt;
BAB is so-so, and is best addressed by the intelligent use of attack modifiers like charge (+2), flank attack (+2), and the like. At later levels, Unavoidable Strike lets you resolve an unarmed attack as a touch attack, ignoring armor.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
I love flaws, but allowing them gives 2 extra feats at first level, which goes a long way to making this build possible.&lt;br /&gt;
&lt;br /&gt;
On that same subject, the 3.5E rule provide great mounted combat and archery feats. If you find the type of monk described here is mowing through the ranks of your NPCs, I suggest taking the monk out of his element. He or she will be fast enough that they won't need to ride, but fighting on foot against a skilled rider is a difficult proposition in the 3.5E rules, and the greater speed of the mount, as well as the open terrain on which such combats take place, will tend to restrict the monk's fighting tactics. If that still doesn't work, bring on the Mongol tactics; mounted archers who fire, and flee before the monk can hit them. Turnabout is fair play.&lt;br /&gt;
&lt;br /&gt;
Some DM might get frustrated with players who use the rules to repeatedly attack from behind, avoid shields and Dex bonuses, and do as much damage as a Greatsword-wielding barbarian with punches and kicks. But these things are not abuses, but rather are in the spirit of the martial-arts-master archetype. There is a heavy price to be paid for them, as this build shows. If you know and enforce the rules for Iaijutsu Focus, charging, tumbling, and the use of psionic feats (don't forget the requirement that the character expend their psionic focus to use feats like Quicken Power and Psionic Fist!) the build should be balanced relative to other classes. &lt;br /&gt;
&lt;br /&gt;
As the tactics recommended for this build require intelligent but hair-raising risk taking, the DM should make it clear that if the player gets in over his head and provokes an attack of opportunity from the ogre he is flanking, the DM will not bail him out.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ten Steps to Your Broken Monk ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Get ''Unearthed Arcana''''', and using your best wheedling voice along with a high-quality baked-goods bribe, encourage your DM to adopt the following rules variants: fractional BAB (fair, and should be in the core rules), action points (helps everybody, but especially the monk, who has some rolls he ''must'' make,) traits and flaws (pretty balanced, but gamable), and class defense (the brass ring, but entirely a matter of taste; best suggested after one of those arguments over whether a character would have been wearing their armor or not.)&lt;br /&gt;
&lt;br /&gt;
'''2. Get ''Oriental Adventures''.''' This is an obvious move, but even if you have access to the martial arts (and ancestor) feats via other sources, you need access to the styles (you can get some hefty game bonuses be mastering certain sets of feats), the prestige classes (the Bear Warrior monk is gloriously broken), and the Iaijutsu Focus skill.&lt;br /&gt;
&lt;br /&gt;
'''3. Make your character psionic''', whether by choosing a psionic race, class, or the Wild Talent feat. The psionic feats are impossible to pass up, and coupled with the monk's extreme mobility, once you have Speed of Thought and Up the Walls you need never role against a shield bonus again. The Fist of Zukoen prestige class is great for avoiding those upper monk levels with their underwhelming class benefits (&amp;quot;Wow, I'm immune to poisons. When do I get immunity to axes?&amp;quot;) A couple levels of Psychic Warrior nets not only your choice of great psionic buffs -- Expansion, Burst, Precognition (Offensive) -- but two bonus combat feats -- and feats are oxygen to the monk.&lt;br /&gt;
&lt;br /&gt;
'''4. Buff your Initiative.''' Iaijutsu Focus, Psionic Fist, Flying Kick -- they all add up to an awesome first-strike capability against flat-footed opponents. Many players waste their time buffing the monk's AC, but in truth, careful defense is a losing strategy in a game that will always be tilted in favor of bold action. Your BAB is mediocre -- don't give your opponents the luxury of readying their shields and getting in combat stance. Win initiative, tumble through their ranks (or just run around them) and kick them in the back of the head. A dead enemy is the best protection of all.&lt;br /&gt;
&lt;br /&gt;
'''5. Don't get hung up on Str and Con.''' Sure, they're great to have. But for the monk, every ability score is important. Dexterity, duh. Wisdom, for AC, skills, and the psionic abilities and skill checks that will be part of your game (see point #3). Intelligence, because you will always have more skills than points to spend on them: Balance, Tumble, Jump, Iaijutsu Focus, Spot, Concentration, Hide, Move Silently, and one could go on. Charisma, as so often, is the kid with glasses by the punchbowl, but even so, you need a 13+ to get the Mighty Works Mastery feats to eventually strike as one size category larger, it is the base skill for Iaijutsu Focus, and hey, getting along with people is nice, especially as a character with stealth skills who fights without weapons or armor is the ideal urban infiltrator/spy.&lt;br /&gt;
&lt;br /&gt;
'''6. Multiclass until your teeth hurt.''' Most players get this. Try and focus on classes that give you feats and abilities you need at the first level. Many classes have a basket of goodies at the entry point, then a slow progression; love them, leave them, and get back to your monk and monk prestige classes. There are exceptions (Bear Warrior) but mostly the rule works.&lt;br /&gt;
&lt;br /&gt;
'''7. Buff your base speed.''' Speed is one of the most underappreciated statistics in a statistics-obsessed game. But you have been buffing your initiative (as per #4), you have mad tumbling skills (#5), and Up the Walls (#3) so attacks of opportunity are not a problem for you. You act first and when you do, you will be able to strike from places your opponents' never imagined -- or, you will vanish completely from sight and strike later from ambush. Speed is crucial for the sky-high Jump and Balance bonuses that give your character a kung fu movie vibe.  &lt;br /&gt;
&lt;br /&gt;
'''8. Oh, the humanity.''' Some players blow off the idea of playing a human character, but of the ECL 0 races in 3.5E, the human is arguably the best monk race. You need that extra feat. Extra skill points are nice. You can chose the monk as your favored class, speeding your advancement, as the monk must multiclass unevenly (see #6). You gain access to wicked ancestor feats. What you give up is the opportunity to optimize your stats with race adjustments, or to play a psionic race and avoid the Wild Talent feat. But the Wild Talent feat is a Fist of Zukoen requirement anyway, and as to the former, the monk is perhaps the only class in which all ability scores are important. Raising one -- even Str -- at the expense of another is not going to make or break your monk.&lt;br /&gt;
&lt;br /&gt;
'''9. Focus on damage and attack bonuses, and let multiple attacks come.''' Flurrying at early levels, as most monk-friendly players have discovered, is a great way to strike three times a round and miss every time. (If you go all out with Two-Weapon Fighting, ki frenzy, and monk flurry, with a Nezumi or Vanara's tailspikes thrown in, you can be a ECL 2 character with five attacks per round. With a BAB +1 and a cumulative -8 penalty to each attack, this build is not recommended, unless you plan to make a career out of beating up unconscious people really fast.) Eventually, it will be a devastating advantage. In the meantime, you want your attacks to count. There are many, many ways to do this. Reckless Charge gives a +4 bonus to attack, at 1st level (we don't care about to -4 to AC because we fully intend to kill with our first strike.) Empty Hand Mastery, from OA, allows the monk to strike as if he were one size category larger while the Psychic Warrior power Expansion (available at 1st level, see #6) actually makes him bigger. Flying Kick provides +1d12 charging, Powerful Charge adds +1d8 for M-sized characters, and Psionic Charge and Up the Walls will ensure it is the rare opponent who will be safe from your charge attack (and when it becomes painful to give up your multiple attacks to charge, you will have the 2nd-level Psychic Warrior power of Psionic Lion's Charge, and you won't have to). Psionic Fist give +2d6, which will eventually be negligible, but is nothing to sneeze at at first level, and can be used an unlimited number of times per day (take Psionic Meditation to get your focus back with a move action, and you can use it every round).&lt;br /&gt;
&lt;br /&gt;
'''10. Think differently.''' The monk can do things no other class can do. Just one example: an enemy that is no longer flat-footed can change their facing once for free. But the monk with a base 60ft move (or more) can, by Tumbling at half-speed, flank their foe, allow them to change facing, then move ''again'' and position themselves in the rear, and then strike.&lt;br /&gt;
&lt;br /&gt;
Of course, at early levels, if you stand there and trade blow for blow with a barbarian or a samurai, you're going to lose. If you didn't, those classes would be wholly pointless. Use your mobility, fight dirty, and be gone before the other side unsheathes its swords -- if they live to draw them.&lt;br /&gt;
&lt;br /&gt;
===FAQ===&lt;br /&gt;
&lt;br /&gt;
'''1. Your example wouldn't work on a higher-level barbarian, with Uncanny Defense and Instantaneous Rage.'''&lt;br /&gt;
&lt;br /&gt;
Of course not. But by the time the barbarian has uncanny defense, the monk will have enough hit points to strike again if his first attack misses. And by the time the barbarian can instantly rage, the monk will have a whole array of new and devastating offensive abilities (see my  [[Ultimate Monk]].)&lt;br /&gt;
&lt;br /&gt;
'''2. How can you deliver a monk with reduced hit points and armor class, and call it survivable? Are you just being contrary?'''&lt;br /&gt;
&lt;br /&gt;
No, I recognize these as serious deficiencies. As the build progresses, they will be addressed. But the two things a monk must have are a high initiative bonus and a high-damage attack. These are what he needs to survive. In 4E parlance, the monk is not a &amp;quot;controller&amp;quot; to be set between an enemy and the party's soft center. Nor does he belong in the center. He belongs behind the backs of the enemy's soft center, making use of his speed and mobility. For that to work he needs the initiative bonus and a killing finish. If the enemy can take 20 points of damage, making the stunning save, and turn around and whomp the monk, he was too tough for a stand up fight at ECL 1 anyway.&lt;br /&gt;
&lt;br /&gt;
'''3. It says in the Player's Handbook that monks can't multiclass. Ouch.'''&lt;br /&gt;
&lt;br /&gt;
Core rules, yes, once you leave monk you may never return.  OA rules, however, allow for monks to multiclass freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Optimized Character Builds Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)</id>
		<title>Survivor Monk (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-11-14T01:47:09Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Spells, Powers, Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/16/07&lt;br /&gt;
|status= In Progress&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ah, the [[monk]]. When we chose the monk path, we have visions of dancing up castle walls and dispatching the four guardsmen atop the allure with well-placed kicks before smashing open the sally port with a single devastating blow. Yet what we find, as a lowly ECL 1, is often more akin to this:&lt;br /&gt;
&lt;br /&gt;
''Your [[lawful]] nature compels you to protest that Aragormesh, your half-orc barbarian companion, is cheating at cards. In a drunken rage, he howls a challenge. You strike with awesome speed, connecting with a punch that does 1d6 +3 ([[Str]]) for 6 points of damage. Aragormesh blinks, shrugs it off, and brings his [[masterwork]] Greataxe down upon your shaven head. The cards are ruined, and your companions spend the rest of the evening arguing about whether an ascetic like yourself would have wanted them to spend money on a funeral.''&lt;br /&gt;
&lt;br /&gt;
It didn't have to be that way. But you brought it on yourself. You bought a robe, picked a [[feat]] or two that looked nice, and went out into the world, which promptly put you out of your misery. The [[monk]] class does not lend itself to this sort of autopilot gaming. But with the right [[race]], the right [[feat]]s, and most of all, the right tactics, your [[monk]] can go from redshirt to reaper:&lt;br /&gt;
&lt;br /&gt;
''Aragormesh is cheating you at cards. Without a word or gesture, before he can rage, you strike, moving from his front to his rear (without provoking attacks of opportunity, since he is flat-footed). Attacking a flat-footed opponent from behind, you hit easily. Your Iaijutsu focus check is 17 (+2d6), you expend your focus to use Psionic Fist (+2d6). Just in case, you declared a [[Stunning Fist]] Attack as well. But with 5d6+2 damage against Aragormesh's 15 hp, there's no need to role a saving throw for the stunning attack. You and your companions quickly agree on a Viking funeral, and press on to greater adventures.''&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Player's Handbook Version 3.5&lt;br /&gt;
&lt;br /&gt;
Player's Handbook II (decisive strike variant class feature)&lt;br /&gt;
&lt;br /&gt;
[[Unearthed Arcana]]&lt;br /&gt;
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[[Expanded Psionics Handbook]]&lt;br /&gt;
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[[Savage Species]] (Broodguards)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jumper feat)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger)&lt;br /&gt;
&lt;br /&gt;
[[Complete Psionic]] (Practiced Manifester feat, Zerth Cenobite prestige class, Wild Talent (Novar) feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
This build requires [[Lawful]] [[alignment]].&lt;br /&gt;
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=== Race and Templates ===&lt;br /&gt;
&lt;br /&gt;
Humans are optimal, given this build's insatiable hunger for [[feats]].&lt;br /&gt;
&lt;br /&gt;
On the unusual side, Broodguards (from Savage Species, pg. 141) are an [[LA]] +0 modification to the human template. Broodguards have the following score modifers: +2 [[Dex]], +2 [[Con]], -4 [[Int]], -4 [[Cha]]. They are immune to hold and charm effects, and gain the monstrous humanoid type, which makes them eligible for the Fangshield Ranger racial substitution level. They may be of any [[alignment]] -- and, once per day, they can [[Rage]] (as per the [[Barbarian]] class). This fulfills a long-standing dream of many [[monk]]-loving characters -- getting around the diametrically opposed alignments of the [[Barbarian]] and the [[Monk]] to achieve the Holy Grail -- a monk who can Rage. Broodguards are created by Yuan-Ti from prisoners, so it is reasonable for a [[monk]] (now, presumably, escaped from the Yuan-Ti's clutches) to be of this [[race]].&lt;br /&gt;
&lt;br /&gt;
The progression below uses a Broodguard.&lt;br /&gt;
&lt;br /&gt;
The [[Children of Tulkas (DnD Bloodline)]], designed by yours truly, is a great asset to monks (surprise, surprise). In exchange for three bloodline levels, the major bloodline gives eight combat feats over twenty levels, as well as useful skill and ability bonuses (reflecting the character's connection with Tulkas, the strongest and most potent warrior among the Valar, who fought without arms or armor). I humbly hope that players who have always wanted to play a Haruchi-type warrior will give it a look. It certainly allows a character to move at a good clip along the unarmed combat feat trees without too much multiclassing.&lt;br /&gt;
&lt;br /&gt;
If you have a doting DM who will pass the idea of an [[LA]] +2 race, the Githzerai make fantastic monks (indeed, it is their favored class). They are psionic (pretty much all monks should be psionic; for the feats, if nothing else). +6 dex, giving +3 AC, +2 wis, giving 1 extra power point, another +1 to AC, +1 DC to stunning attacks, and so on. Githzerai have inertial armor as a 3/day racial ability, meaning that your character can easily role out of bed with the equivalent of plate armor (say, Wis 16 and Dex 16 before modifiers = +4 inertial armor, +6 Dodge bonus, +4 insight bonus = AC 24).&lt;br /&gt;
&lt;br /&gt;
If you are willing to spend a few levels in a monster class, good choices abound. This is, perhaps, the easiest way to escort a monk through the early levels: start in a monster class, picking up great BAB, stat bonuses, natural armor, and other goodies, and then add monk levels when you finish. Monks are the perfect fit with monster levels: monsters typically lack armor proficiency, have great mobility, Large size (if you want), great abilities (and there is no class that can make good use of every single ability score as the monk can). It used to be that if you chose a race with a claw attack, you had to waste an ability, since the monk's unarmed strike is basically a natural attack, and they don't stack. I should say they didn't stack, because with the Beast Strike feat (BAB+5 and, naturally, a claw or slam attack) your claw or slam attack damage stacks with your unarmed combat damage. The fit is perfect.&lt;br /&gt;
&lt;br /&gt;
I should mention in the context of monster classes the Saint template (LA +2). This brings some nice ability bonuses and magical stuff with it, but the primary benefit from an optimizing perspective is that it converts your (usually) monstrous humanoid levels into levels of outsider. That brings with it great saves, a ton of skill points (monks need skills) and weapon proficiency (if your race didn't have it to begin with). If you are considering a build with more than a couple monster levels, it's an option well worth considering.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
This build uses the [[Monk]] (PHB v3.5), the Psionic Fist (SRD) the Ranger (SRD) and Fangshields Ranger substitution level ([[Champions of Valor]]), as well as the Warshaper ([[Complete Warrior]]).&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
[[Improved Initiative]]&lt;br /&gt;
&lt;br /&gt;
[[SRD:Wild Talent|Wild Talent]] (Novar) -- Introduced in [[Complete Psionic]], this variant of the Wild Talent feat grants only one power point, but also grants the use of [[SRD:Precognition|Precognition]] 1/day.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Psionic Fist|Psionic Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Improved Unarmed Strike]]&lt;br /&gt;
&lt;br /&gt;
[[Stunning Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Alertness]] -- Broodguards receive Alertness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
Practiced Manifester -- Introduced in [[Complete Psionic]], this feat grants an increase of +4 to a character's manifester level, up to the limit of their character level.&lt;br /&gt;
&lt;br /&gt;
Battle Jumper -- A regional feat from [[Unapproachable East]], it allows any attack in which you drop from 5-15 feet above your opponent to count as a charge and do double damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Aggressive (+2 [[initiative]], -1 [[AC]])&lt;br /&gt;
&lt;br /&gt;
Quick (base speed +10ft., -1 hp per level)&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
&lt;br /&gt;
Murky-eyed (roll miss chance for concealment twice)&lt;br /&gt;
&lt;br /&gt;
Shaky (-2 to ranged attacks)&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Recommend Additions&lt;br /&gt;
|-&lt;br /&gt;
! Item, Spell, or Power !! Version !! Cost !! Result/Notes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Suggested Items:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Monk's Belt|Monk's Belt]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 13,000 gp || align=&amp;quot;left&amp;quot; | +5 effective monk level for AC and movement bonuses, and unarmed strike damage. If you are willing to trust in a monk's belt, you can forgo Superior Unarmed Strike (which does not stack.) Of, course, magic can be anti-magick'd, and the high damage of the monk's unarmed strike is one of his or her main assets.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Psychoactive Skin|Skin of the Hero]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 77,500 || align=&amp;quot;left&amp;quot; | This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Temporal Acceleration|Boots of Temporal Acceleration]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 43,200 gp || align=&amp;quot;left&amp;quot; | Stop time as a free action for 2 rounds. 1/day.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Bracers of Armor|Bracers of Armor]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 1,000 gp &amp;amp;mdash; 64,000 gp || align=&amp;quot;left&amp;quot; | Armor bonus. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Amulet of Mighty Fists|Amulet of Mighty Fists]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 6,000 go &amp;amp;mdash; 150,000 gp || align=&amp;quot;left&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' with ''[[SRD:Permanency|Permanency]]'' is far cheaper.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Gloves of Titan's Grip|Gloves of Titan's Grip]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 14,000 gp || align=&amp;quot;left&amp;quot; | +8 to grapple checks (7 rounds, 3/day)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of [[SRD:Divine Power|Divine Power]] (continuous effect, persistent spell, CL 21, 1/day) || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 42,000 gp || align=&amp;quot;left&amp;quot; | BAB=character level, +21 temporary hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Belt of Giant Strength|Belt of Giant Strength]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 16,000 gp &amp;amp;mdash; 36,000 gp || align=&amp;quot;left&amp;quot; | Str bonus. Same slot as a monk's belt.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Orange || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +1 caster (or manifester) level.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Pale green || align=&amp;quot;left&amp;quot; | 30,000 gp || align=&amp;quot;left&amp;quot; | +1 competence bonus on [[SRD:Attack Roll|attack rolls]], saves, [[SRD:Skill Check|skill checks]], and [[SRD:Ability Check|ability checks]] (including rolls for initiative).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Speed|Boots of Speed]] || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 12,000 gp || align=&amp;quot;left&amp;quot; | As a [[SRD:Free Actions|free action]], the wearer can click her boot heels together, enabling her to act as though affected by a ''[[SRD:Haste|haste]] ''spell for up to 10 rounds each day. The duration of the ''haste ''effect need not be consecutive rounds.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Third Eye|Third Eye Conceal]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 120,000 gp || align=&amp;quot;left&amp;quot; | Same as [[SRD:Mind Blank|Mind Blank]]. Learning [[SRD:Mind Blank|Mind Blank]] via [[SRD:Psionic Fist|Psionic Fist]] levels or [[SRD:Psychic Chirurgery|Psychic Chirurgery]] is a better option at higher levels.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of Godly Vigor ([[SRD:Vigor|Vigor]] power, continuous, ML 88)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 348,000 gp || align=&amp;quot;left&amp;quot; | +440 hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Power Link (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | 2 free power points to augment a power. Stacks with other power link shards. Total points spent can exceed your manifester level. Ten of these is not too many.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasic Armor (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +2 armor bonus; up to five shards stack with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasmic Fist (Quori shard) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | +1 die size (unarmed strike).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop'' (CL 1)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 2,000 gp || align=&amp;quot;left&amp;quot; | +1 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop, Greater'' (CL 17, persisted spell, 1/day) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 30,600 gp || align=&amp;quot;left&amp;quot; | +4 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Cloak of ''[[SRD:Shapechange|Shapechange]]'' (1/day, CL 20) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 108,000 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |''[[SRD:Manual of Quickness in Action|Manual of Quickness in Action]]''  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | Inherent bonus to Dexterity.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |Any item with ''Natural Weapon Augmentation, Personal'' (Ghost Touch, continuous effect)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | 4,000gp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Periapt of Wisdom|Periapt of Wisdom]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 4,000 gp &amp;amp;mdash; 36,000 || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Ring of Borrowed Mastery (3.5e Equipment)|Ring of Borrowed Mastery]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 24,000gp || align=&amp;quot;left&amp;quot; | A homebrew item allowing the character to permanently steal psionic feats from a target.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Fanged Ring|Fanged Ring]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 5,00gp || align=&amp;quot;left&amp;quot; | Duplicates the Improved Natural Attack feat. Advantages and disadvantages of saving a feat slot this way: same as discussed in the note to the Monk's Belt, above.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Epic Headband of the Psion (3.5e Equipment)|&lt;br /&gt;
Epic Headband of the Psion, Lesser]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 60,000gp || align=&amp;quot;left&amp;quot; | A homebrew item granting a continuous [[SRD:Mental Pinnacle|Mental Pinnacle]] spell, granting 75 bonus power points, +4 to Intelligence and Wisdom, and a number of useful [[Psion]] powers.&lt;br /&gt;
|}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Recommended Spells:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' + ''[[SRD:Permanency|Permanency]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash; 9,100 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' + ''[[SRD:Powers|any Power of a level the monk can use]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Incarnate|Incarnate]]'' + ''[[SRD:Danger Sense|Danger Sense]]'' and/or ''[[SRD:Ubiquitous Vision|Ubiquitous Vision]]''|| align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' The ''Greater Mighty Wallop'' spell (from ''Dragon Magic'') increases the wearer's effective size when striking with a bludgeoning weapon by (CL/4, max +5), to a maximum of Size C. So while the monk wears the ring, any form he has of size M or larger is treated as size C or its actual size, whatever is larger, for the purpose of determining bludgeoning damage (such as the monk's unarmed strike).&lt;br /&gt;
&lt;br /&gt;
Exceptionally useful powers to acquire via ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' include ''[[SRD:Steadfast Perception|Steadfast Perception]]'', which provides immunity to illusions, and ''[[SRD:Personal Mind Blank|Personal Mind Blank]]'', which protects the character from all mind-altering effects and most efforts to divine information about them. ''[[SRD:Hypercognition|Hypercognition]]'' and ''[[SRD:Metafaculty|Metafaculty]]'' are excellent information-gathering tools for the monk. ''[[SRD:True Mind Switch|True Mind Switch]]'' can allow the monk to permanently acquire a more robust and agile physical form.&lt;br /&gt;
&lt;br /&gt;
''[[SRD:Ectoplasmic Form|Ectoplasmic Form]]'' can be a handy tool for escaping from areas protected by ''Dimensional Lock.'' ''[[SRD:Psionic Contingency|Psionic Contingency]]'' is another power that can potentially rescue a disastrous situation by activating a power to transport the monk to safety or to shift the odds in the monk's favor.&lt;br /&gt;
&lt;br /&gt;
====Quori Shards====&lt;br /&gt;
&lt;br /&gt;
Quori shards may only be used by Kalashtar PCs or those with a special ability to emulate them (such as a Changeling with the Racial Emulation feat) can use Quori shards (however, you might design a custom item using a Quori shard as the base and enhancing it with the 3rd-level Artificer spell ''Suppress Requirement'' (duration 10 min/lvl). When active, this additional power would allow the character to suppress either the racial requirement (Kalashtar) or the requirement of a manifester level. This custom item would be significantly more expensive than the original item (a modified Fist would cost (3rd * 5th CL * 2,000gp *2 (10 min/level to continuous power) = 45,000 + (3,000 (base Fist cost) * 1.5 (combined power on an item) = 4,500gp = 49,500gp), but either the Power Link or Ectoplasmic Fists will still be a bargain.) The maximum number of shards a character may have implanted is equal to their manifester level (again, the ''Suppress Requirement'' spell offers a possible work-around.) The implanting process permanently reduces the character's hit points by one (per shard). Up to five Ectoplasmic Armor shards and an unlimited number of Power Link shards stack. The benefits of Ectoplasmic Fists do not stack.&lt;br /&gt;
&lt;br /&gt;
'''Power Link''' Quori shards allow the character to augment a power by 2 points (3/day). Multiple shards can be used as a single action, and the points provided by shards are not limited by the character's manifester level.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Fist''' Quori shards increase the damage of the monk's unarmed strike as if he or she were one size category larger.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Armor''' Quori shards give a +2 armor bonus. Up to five armor shards stack, for a bonus of +10.&lt;br /&gt;
&lt;br /&gt;
;Suggested [[SRD:Psychic Warrior|Psychic Warrior]] Powers:&lt;br /&gt;
&lt;br /&gt;
1st: [[SRD:Expansion|Expansion]], [[SRD:Inertial Armor|Inertial Armor]], (Or  [[SRD:Grip of Iron|Grip of Iron]], [[SRD:Precognition|Precognition]]).&lt;br /&gt;
&lt;br /&gt;
2nd: [[SRD:Hustle|Hustle]], [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]], (Or [[SRD:Animal Affinity|Animal Affinity]]).&lt;br /&gt;
&lt;br /&gt;
3rd: [[SRD:Body Adjustment|Body Adjustment]], [[SRD:Dimension Slide|Dimension Slide]], (Or [[SRD:Danger Sense|Danger Sense]], [[SRD:Wall Walker|Wall Walker]], [[SRD:Mental Barrier|Mental Barrier]], [[SRD:Hostile Empathic Transfer|Hostile Empathic Transfer]]).&lt;br /&gt;
&lt;br /&gt;
4th: [[SRD:Psionic Dimension Door|Psionic Dimension Door]], [[SRD:Steadfast Perception|Steadfast Perception]], [[SRD:Metamorphosis|Metamorphosis]] (requires [[SRD:Expanded Knowledge|Expanded Knowledge]] feat: see below).&lt;br /&gt;
&lt;br /&gt;
5th: [[SRD:Oak Body|Oak Body]], [[SRD:Psychofeedback|Psychofeedback]].&lt;br /&gt;
&lt;br /&gt;
See also: [[Ultimate Monk (DnD Optimized Character Build)/Optimization Note: Getting More (and Better) Powers|Psionic Optimization: Getting More (and Better) Powers]]&lt;br /&gt;
&lt;br /&gt;
====Further Discussion of Useful Spells, Powers, and Items====&lt;br /&gt;
&lt;br /&gt;
See also [[Ultimate Monk (DnD Optimized Character Build)/Buffing the Ultimate Monk|Buffing the Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
====Nonmagical Items====&lt;br /&gt;
It is helpful to keep sai on hand, for disarming attacks. A longspear (as a monstrous humanoid, broodguards are proficient with all simple weapons) allows the monk to make attacks of opportunity on opponents closing whilst using his unarmed strike once opponents are adjacent.&lt;br /&gt;
&lt;br /&gt;
A heavy crossbow is useful for ranged engagements.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
This build makes use of several optional rules from [[Unearthed Arcana]] including the use of traits, the use of flaws, and fractional BAB+ advancement.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
Broodguard&lt;br /&gt;
&lt;br /&gt;
Initial scores (32 point buy):&lt;br /&gt;
&lt;br /&gt;
Str: 14 [6] [[Int]]: 10 (14) [6] [[Wis]]: 16 [10] [[Dex]]: 16 (14) [6] [[Con]]: 14 (12) [4] [[Cha]]: 4 [0]&lt;br /&gt;
&lt;br /&gt;
Region: Taer&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ECL !! Class/HD/LA !! Feats !! Special&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Monk 1 || [[Improved Unarmed Strike]], [[Stunning Fist]], [[Improved Initiative]], Battle Jumper, [[SRD:Wild Talent|Wild Talent]] (Novar), [[Psionic Fist]] || Monk abilities, Rage 1/day, immune to hold, charm, claws 1d2/1d2, bite 1d3, Decisive strike (variant class feature)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 2nd || Ranger 1 || [[Track]] || Animal empathy&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Monk 1/Ranger 2 (Fangshields substitution level 2)  || Ascetic Hunter, Improved Natural Attack || &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 4th || Monk 2/Ranger 2 (Fangshields substitution level 2) ||  || Evasion, +1 Wis&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Monk 3/Ranger 2 (Fangshields substitution level 2) ||  || Still Mind&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 6th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 1 || [[Up the Walls]] || [[SRD:Inertial Armor|Inertial Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 2 ||  || [[Expansion]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 8th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 3 ||  || +1 Wis, [[Hustle]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 4 || Practiced Manifester || [[SRD:Body Adjustment|Body Adjustment]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 10th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 5 || [[Quicken Power]] || [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]]&lt;br /&gt;
|-&lt;br /&gt;
| 11th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 6 ||  || [[SRD:Mental Barrier|Mental Barrier]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 7 || Superior Unarmed Strike || +1 Wis, [[SRD:Steadfast Perception|Steadfast Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 8 ||  || [[SRD:Energy Adaptation|Energy Adaptation]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 9 ||  || [[SRD:Oak Body|Oak Body]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10 || [[Overchannel]], [[SRD:Expanded Knowledge|Expanded Knowledge]] ([[SRD:Metamorphosis|Metamorphosis]]) || [[SRD:Catapsi|Catapsi]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1 ||  || +1 Wis, immune to critical hits, +1 natural weapon effective size (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1/Zerth Cenobite 1 ||  || [[SRD:Chameleon|Chameleon]], Temporal Distillation 1/day&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 2/Zerth Cenobite 1 || [[SRD:Unavoidable Strike|Unavoidable Strike]] ||  +4 Str, +4 Con (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 19th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 3/Zerth Cenobite 1 ||  || +5 reach natural weapons (when transformed)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 4/Zerth Cenobite 1 ||  || +1 Wis, fast healing 2 (when transformed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
+9 to base [[initiative]] (+4 [[Improved Initiative]], +2 Aggressive, +3 [[Dex|Dexterity]].)&lt;br /&gt;
&lt;br /&gt;
The Fangshields level gives the monk the benefit of Improved Natural Feat at ECL 3. The decisive strike variant class feature (which replaces flurry of blows) gives a single attack at -2 dealing double damage, whilst the Battle Jumper feat gives the benefits of charge and double damage when you drop on an opponent from above. These features can lead to colossal damage rolls at relatively low ECL.&lt;br /&gt;
&lt;br /&gt;
Example: The sample build spots an ogre at ECL 4, and has an opportunity to set an ambush from above. Base damage is 2d6 + 4 (1d8 + Improved Natural Attack, Str 14 + rage) + 2d6 (Psionic Fist) *2 (Battle Jumper feat) = 8d6+8. If he could not jump down on the foe, he could hold his psionic focus until he could attack with a full-round action (using decisive strike) and deal the same damage cited above.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
This is it. For the giant-sized version, see [[Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Hit points and AC are not great. The key is to control when and how you are involved in combat.&lt;br /&gt;
&lt;br /&gt;
BAB is so-so, and is best addressed by the intelligent use of attack modifiers like charge (+2), flank attack (+2), and the like. At later levels, Unavoidable Strike lets you resolve an unarmed attack as a touch attack, ignoring armor.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
I love flaws, but allowing them gives 2 extra feats at first level, which goes a long way to making this build possible.&lt;br /&gt;
&lt;br /&gt;
On that same subject, the 3.5E rule provide great mounted combat and archery feats. If you find the type of monk described here is mowing through the ranks of your NPCs, I suggest taking the monk out of his element. He or she will be fast enough that they won't need to ride, but fighting on foot against a skilled rider is a difficult proposition in the 3.5E rules, and the greater speed of the mount, as well as the open terrain on which such combats take place, will tend to restrict the monk's fighting tactics. If that still doesn't work, bring on the Mongol tactics; mounted archers who fire, and flee before the monk can hit them. Turnabout is fair play.&lt;br /&gt;
&lt;br /&gt;
Some DM might get frustrated with players who use the rules to repeatedly attack from behind, avoid shields and Dex bonuses, and do as much damage as a Greatsword-wielding barbarian with punches and kicks. But these things are not abuses, but rather are in the spirit of the martial-arts-master archetype. There is a heavy price to be paid for them, as this build shows. If you know and enforce the rules for Iaijutsu Focus, charging, tumbling, and the use of psionic feats (don't forget the requirement that the character expend their psionic focus to use feats like Quicken Power and Psionic Fist!) the build should be balanced relative to other classes. &lt;br /&gt;
&lt;br /&gt;
As the tactics recommended for this build require intelligent but hair-raising risk taking, the DM should make it clear that if the player gets in over his head and provokes an attack of opportunity from the ogre he is flanking, the DM will not bail him out.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ten Steps to Your Broken Monk ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Get ''Unearthed Arcana''''', and using your best wheedling voice along with a high-quality baked-goods bribe, encourage your DM to adopt the following rules variants: fractional BAB (fair, and should be in the core rules), action points (helps everybody, but especially the monk, who has some rolls he ''must'' make,) traits and flaws (pretty balanced, but gamable), and class defense (the brass ring, but entirely a matter of taste; best suggested after one of those arguments over whether a character would have been wearing their armor or not.)&lt;br /&gt;
&lt;br /&gt;
'''2. Get ''Oriental Adventures''.''' This is an obvious move, but even if you have access to the martial arts (and ancestor) feats via other sources, you need access to the styles (you can get some hefty game bonuses be mastering certain sets of feats), the prestige classes (the Bear Warrior monk is gloriously broken), and the Iaijutsu Focus skill.&lt;br /&gt;
&lt;br /&gt;
'''3. Make your character psionic''', whether by choosing a psionic race, class, or the Wild Talent feat. The psionic feats are impossible to pass up, and coupled with the monk's extreme mobility, once you have Speed of Thought and Up the Walls you need never role against a shield bonus again. The Fist of Zukoen prestige class is great for avoiding those upper monk levels with their underwhelming class benefits (&amp;quot;Wow, I'm immune to poisons. When do I get immunity to axes?&amp;quot;) A couple levels of Psychic Warrior nets not only your choice of great psionic buffs -- Expansion, Burst, Precognition (Offensive) -- but two bonus combat feats -- and feats are oxygen to the monk.&lt;br /&gt;
&lt;br /&gt;
'''4. Buff your Initiative.''' Iaijutsu Focus, Psionic Fist, Flying Kick -- they all add up to an awesome first-strike capability against flat-footed opponents. Many players waste their time buffing the monk's AC, but in truth, careful defense is a losing strategy in a game that will always be tilted in favor of bold action. Your BAB is mediocre -- don't give your opponents the luxury of readying their shields and getting in combat stance. Win initiative, tumble through their ranks (or just run around them) and kick them in the back of the head. A dead enemy is the best protection of all.&lt;br /&gt;
&lt;br /&gt;
'''5. Don't get hung up on Str and Con.''' Sure, they're great to have. But for the monk, every ability score is important. Dexterity, duh. Wisdom, for AC, skills, and the psionic abilities and skill checks that will be part of your game (see point #3). Intelligence, because you will always have more skills than points to spend on them: Balance, Tumble, Jump, Iaijutsu Focus, Spot, Concentration, Hide, Move Silently, and one could go on. Charisma, as so often, is the kid with glasses by the punchbowl, but even so, you need a 13+ to get the Mighty Works Mastery feats to eventually strike as one size category larger, it is the base skill for Iaijutsu Focus, and hey, getting along with people is nice, especially as a character with stealth skills who fights without weapons or armor is the ideal urban infiltrator/spy.&lt;br /&gt;
&lt;br /&gt;
'''6. Multiclass until your teeth hurt.''' Most players get this. Try and focus on classes that give you feats and abilities you need at the first level. Many classes have a basket of goodies at the entry point, then a slow progression; love them, leave them, and get back to your monk and monk prestige classes. There are exceptions (Bear Warrior) but mostly the rule works.&lt;br /&gt;
&lt;br /&gt;
'''7. Buff your base speed.''' Speed is one of the most underappreciated statistics in a statistics-obsessed game. But you have been buffing your initiative (as per #4), you have mad tumbling skills (#5), and Up the Walls (#3) so attacks of opportunity are not a problem for you. You act first and when you do, you will be able to strike from places your opponents' never imagined -- or, you will vanish completely from sight and strike later from ambush. Speed is crucial for the sky-high Jump and Balance bonuses that give your character a kung fu movie vibe.  &lt;br /&gt;
&lt;br /&gt;
'''8. Oh, the humanity.''' Some players blow off the idea of playing a human character, but of the ECL 0 races in 3.5E, the human is arguably the best monk race. You need that extra feat. Extra skill points are nice. You can chose the monk as your favored class, speeding your advancement, as the monk must multiclass unevenly (see #6). You gain access to wicked ancestor feats. What you give up is the opportunity to optimize your stats with race adjustments, or to play a psionic race and avoid the Wild Talent feat. But the Wild Talent feat is a Fist of Zukoen requirement anyway, and as to the former, the monk is perhaps the only class in which all ability scores are important. Raising one -- even Str -- at the expense of another is not going to make or break your monk.&lt;br /&gt;
&lt;br /&gt;
'''9. Focus on damage and attack bonuses, and let multiple attacks come.''' Flurrying at early levels, as most monk-friendly players have discovered, is a great way to strike three times a round and miss every time. (If you go all out with Two-Weapon Fighting, ki frenzy, and monk flurry, with a Nezumi or Vanara's tailspikes thrown in, you can be a ECL 2 character with five attacks per round. With a BAB +1 and a cumulative -8 penalty to each attack, this build is not recommended, unless you plan to make a career out of beating up unconscious people really fast.) Eventually, it will be a devastating advantage. In the meantime, you want your attacks to count. There are many, many ways to do this. Reckless Charge gives a +4 bonus to attack, at 1st level (we don't care about to -4 to AC because we fully intend to kill with our first strike.) Empty Hand Mastery, from OA, allows the monk to strike as if he were one size category larger while the Psychic Warrior power Expansion (available at 1st level, see #6) actually makes him bigger. Flying Kick provides +1d12 charging, Powerful Charge adds +1d8 for M-sized characters, and Psionic Charge and Up the Walls will ensure it is the rare opponent who will be safe from your charge attack (and when it becomes painful to give up your multiple attacks to charge, you will have the 2nd-level Psychic Warrior power of Psionic Lion's Charge, and you won't have to). Psionic Fist give +2d6, which will eventually be negligible, but is nothing to sneeze at at first level, and can be used an unlimited number of times per day (take Psionic Meditation to get your focus back with a move action, and you can use it every round).&lt;br /&gt;
&lt;br /&gt;
'''10. Think differently.''' The monk can do things no other class can do. Just one example: an enemy that is no longer flat-footed can change their facing once for free. But the monk with a base 60ft move (or more) can, by Tumbling at half-speed, flank their foe, allow them to change facing, then move ''again'' and position themselves in the rear, and then strike.&lt;br /&gt;
&lt;br /&gt;
Of course, at early levels, if you stand there and trade blow for blow with a barbarian or a samurai, you're going to lose. If you didn't, those classes would be wholly pointless. Use your mobility, fight dirty, and be gone before the other side unsheathes its swords -- if they live to draw them.&lt;br /&gt;
&lt;br /&gt;
===FAQ===&lt;br /&gt;
&lt;br /&gt;
'''1. Your example wouldn't work on a higher-level barbarian, with Uncanny Defense and Instantaneous Rage.'''&lt;br /&gt;
&lt;br /&gt;
Of course not. But by the time the barbarian has uncanny defense, the monk will have enough hit points to strike again if his first attack misses. And by the time the barbarian can instantly rage, the monk will have a whole array of new and devastating offensive abilities (see my  [[Ultimate Monk]].)&lt;br /&gt;
&lt;br /&gt;
'''2. How can you deliver a monk with reduced hit points and armor class, and call it survivable? Are you just being contrary?'''&lt;br /&gt;
&lt;br /&gt;
No, I recognize these as serious deficiencies. As the build progresses, they will be addressed. But the two things a monk must have are a high initiative bonus and a high-damage attack. These are what he needs to survive. In 4E parlance, the monk is not a &amp;quot;controller&amp;quot; to be set between an enemy and the party's soft center. Nor does he belong in the center. He belongs behind the backs of the enemy's soft center, making use of his speed and mobility. For that to work he needs the initiative bonus and a killing finish. If the enemy can take 20 points of damage, making the stunning save, and turn around and whomp the monk, he was too tough for a stand up fight at ECL 1 anyway.&lt;br /&gt;
&lt;br /&gt;
'''3. It says in the Player's Handbook that monks can't multiclass. Ouch.'''&lt;br /&gt;
&lt;br /&gt;
Core rules, yes, once you leave monk you may never return.  OA rules, however, allow for monks to multiclass freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Optimized Character Builds Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)</id>
		<title>Survivor Monk (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-11-14T01:44:55Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Spells, Powers, Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/16/07&lt;br /&gt;
|status= In Progress&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ah, the [[monk]]. When we chose the monk path, we have visions of dancing up castle walls and dispatching the four guardsmen atop the allure with well-placed kicks before smashing open the sally port with a single devastating blow. Yet what we find, as a lowly ECL 1, is often more akin to this:&lt;br /&gt;
&lt;br /&gt;
''Your [[lawful]] nature compels you to protest that Aragormesh, your half-orc barbarian companion, is cheating at cards. In a drunken rage, he howls a challenge. You strike with awesome speed, connecting with a punch that does 1d6 +3 ([[Str]]) for 6 points of damage. Aragormesh blinks, shrugs it off, and brings his [[masterwork]] Greataxe down upon your shaven head. The cards are ruined, and your companions spend the rest of the evening arguing about whether an ascetic like yourself would have wanted them to spend money on a funeral.''&lt;br /&gt;
&lt;br /&gt;
It didn't have to be that way. But you brought it on yourself. You bought a robe, picked a [[feat]] or two that looked nice, and went out into the world, which promptly put you out of your misery. The [[monk]] class does not lend itself to this sort of autopilot gaming. But with the right [[race]], the right [[feat]]s, and most of all, the right tactics, your [[monk]] can go from redshirt to reaper:&lt;br /&gt;
&lt;br /&gt;
''Aragormesh is cheating you at cards. Without a word or gesture, before he can rage, you strike, moving from his front to his rear (without provoking attacks of opportunity, since he is flat-footed). Attacking a flat-footed opponent from behind, you hit easily. Your Iaijutsu focus check is 17 (+2d6), you expend your focus to use Psionic Fist (+2d6). Just in case, you declared a [[Stunning Fist]] Attack as well. But with 5d6+2 damage against Aragormesh's 15 hp, there's no need to role a saving throw for the stunning attack. You and your companions quickly agree on a Viking funeral, and press on to greater adventures.''&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Player's Handbook Version 3.5&lt;br /&gt;
&lt;br /&gt;
Player's Handbook II (decisive strike variant class feature)&lt;br /&gt;
&lt;br /&gt;
[[Unearthed Arcana]]&lt;br /&gt;
&lt;br /&gt;
[[Expanded Psionics Handbook]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]] (Broodguards)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jumper feat)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger)&lt;br /&gt;
&lt;br /&gt;
[[Complete Psionic]] (Practiced Manifester feat, Zerth Cenobite prestige class, Wild Talent (Novar) feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
This build requires [[Lawful]] [[alignment]].&lt;br /&gt;
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=== Race and Templates ===&lt;br /&gt;
&lt;br /&gt;
Humans are optimal, given this build's insatiable hunger for [[feats]].&lt;br /&gt;
&lt;br /&gt;
On the unusual side, Broodguards (from Savage Species, pg. 141) are an [[LA]] +0 modification to the human template. Broodguards have the following score modifers: +2 [[Dex]], +2 [[Con]], -4 [[Int]], -4 [[Cha]]. They are immune to hold and charm effects, and gain the monstrous humanoid type, which makes them eligible for the Fangshield Ranger racial substitution level. They may be of any [[alignment]] -- and, once per day, they can [[Rage]] (as per the [[Barbarian]] class). This fulfills a long-standing dream of many [[monk]]-loving characters -- getting around the diametrically opposed alignments of the [[Barbarian]] and the [[Monk]] to achieve the Holy Grail -- a monk who can Rage. Broodguards are created by Yuan-Ti from prisoners, so it is reasonable for a [[monk]] (now, presumably, escaped from the Yuan-Ti's clutches) to be of this [[race]].&lt;br /&gt;
&lt;br /&gt;
The progression below uses a Broodguard.&lt;br /&gt;
&lt;br /&gt;
The [[Children of Tulkas (DnD Bloodline)]], designed by yours truly, is a great asset to monks (surprise, surprise). In exchange for three bloodline levels, the major bloodline gives eight combat feats over twenty levels, as well as useful skill and ability bonuses (reflecting the character's connection with Tulkas, the strongest and most potent warrior among the Valar, who fought without arms or armor). I humbly hope that players who have always wanted to play a Haruchi-type warrior will give it a look. It certainly allows a character to move at a good clip along the unarmed combat feat trees without too much multiclassing.&lt;br /&gt;
&lt;br /&gt;
If you have a doting DM who will pass the idea of an [[LA]] +2 race, the Githzerai make fantastic monks (indeed, it is their favored class). They are psionic (pretty much all monks should be psionic; for the feats, if nothing else). +6 dex, giving +3 AC, +2 wis, giving 1 extra power point, another +1 to AC, +1 DC to stunning attacks, and so on. Githzerai have inertial armor as a 3/day racial ability, meaning that your character can easily role out of bed with the equivalent of plate armor (say, Wis 16 and Dex 16 before modifiers = +4 inertial armor, +6 Dodge bonus, +4 insight bonus = AC 24).&lt;br /&gt;
&lt;br /&gt;
If you are willing to spend a few levels in a monster class, good choices abound. This is, perhaps, the easiest way to escort a monk through the early levels: start in a monster class, picking up great BAB, stat bonuses, natural armor, and other goodies, and then add monk levels when you finish. Monks are the perfect fit with monster levels: monsters typically lack armor proficiency, have great mobility, Large size (if you want), great abilities (and there is no class that can make good use of every single ability score as the monk can). It used to be that if you chose a race with a claw attack, you had to waste an ability, since the monk's unarmed strike is basically a natural attack, and they don't stack. I should say they didn't stack, because with the Beast Strike feat (BAB+5 and, naturally, a claw or slam attack) your claw or slam attack damage stacks with your unarmed combat damage. The fit is perfect.&lt;br /&gt;
&lt;br /&gt;
I should mention in the context of monster classes the Saint template (LA +2). This brings some nice ability bonuses and magical stuff with it, but the primary benefit from an optimizing perspective is that it converts your (usually) monstrous humanoid levels into levels of outsider. That brings with it great saves, a ton of skill points (monks need skills) and weapon proficiency (if your race didn't have it to begin with). If you are considering a build with more than a couple monster levels, it's an option well worth considering.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
This build uses the [[Monk]] (PHB v3.5), the Psionic Fist (SRD) the Ranger (SRD) and Fangshields Ranger substitution level ([[Champions of Valor]]), as well as the Warshaper ([[Complete Warrior]]).&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
[[Improved Initiative]]&lt;br /&gt;
&lt;br /&gt;
[[SRD:Wild Talent|Wild Talent]] (Novar) -- Introduced in [[Complete Psionic]], this variant of the Wild Talent feat grants only one power point, but also grants the use of [[SRD:Precognition|Precognition]] 1/day.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Psionic Fist|Psionic Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Improved Unarmed Strike]]&lt;br /&gt;
&lt;br /&gt;
[[Stunning Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Alertness]] -- Broodguards receive Alertness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
Practiced Manifester -- Introduced in [[Complete Psionic]], this feat grants an increase of +4 to a character's manifester level, up to the limit of their character level.&lt;br /&gt;
&lt;br /&gt;
Battle Jumper -- A regional feat from [[Unapproachable East]], it allows any attack in which you drop from 5-15 feet above your opponent to count as a charge and do double damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Aggressive (+2 [[initiative]], -1 [[AC]])&lt;br /&gt;
&lt;br /&gt;
Quick (base speed +10ft., -1 hp per level)&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
&lt;br /&gt;
Murky-eyed (roll miss chance for concealment twice)&lt;br /&gt;
&lt;br /&gt;
Shaky (-2 to ranged attacks)&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Recommend Additions&lt;br /&gt;
|-&lt;br /&gt;
! Item, Spell, or Power !! Version !! Cost !! Result/Notes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Suggested Items:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Monk's Belt|Monk's Belt]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 13,000 gp || align=&amp;quot;left&amp;quot; | +5 effective monk level for AC and movement bonuses, and unarmed strike damage. If you are willing to trust in a monk's belt, you can forgo Superior Unarmed Strike (which does not stack.) Of, course, magic can be anti-magick'd, and the high damage of the monk's unarmed strike is one of his or her main assets.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Psychoactive Skin|Skin of the Hero]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 77,500 || align=&amp;quot;left&amp;quot; | This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Temporal Acceleration|Boots of Temporal Acceleration]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 43,200 gp || align=&amp;quot;left&amp;quot; | Stop time as a free action for 2 rounds. 1/day.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Bracers of Armor|Bracers of Armor]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 1,000 gp &amp;amp;mdash; 64,000 gp || align=&amp;quot;left&amp;quot; | Armor bonus. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Amulet of Mighty Fists|Amulet of Mighty Fists]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 6,000 go &amp;amp;mdash; 150,000 gp || align=&amp;quot;left&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' with ''[[SRD:Permanency|Permanency]]'' is far cheaper.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Gloves of Titan's Grip|Gloves of Titan's Grip]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 14,000 gp || align=&amp;quot;left&amp;quot; | +8 to grapple checks (7 rounds, 3/day)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of [[SRD:Divine Power|Divine Power]] (continuous effect, persistent spell, CL 21, 1/day) || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 42,000 gp || align=&amp;quot;left&amp;quot; | BAB=character level, +21 temporary hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Belt of Giant Strength|Belt of Giant Strength]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 16,000 gp &amp;amp;mdash; 36,000 gp || align=&amp;quot;left&amp;quot; | Str bonus. Same slot as a monk's belt.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Orange || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +1 caster (or manifester) level.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Pale green || align=&amp;quot;left&amp;quot; | 30,000 gp || align=&amp;quot;left&amp;quot; | +1 competence bonus on [[SRD:Attack Roll|attack rolls]], saves, [[SRD:Skill Check|skill checks]], and [[SRD:Ability Check|ability checks]] (including rolls for initiative).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Speed|Boots of Speed]] || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 12,000 gp || align=&amp;quot;left&amp;quot; | As a [[SRD:Free Actions|free action]], the wearer can click her boot heels together, enabling her to act as though affected by a ''[[SRD:Haste|haste]] ''spell for up to 10 rounds each day. The duration of the ''haste ''effect need not be consecutive rounds.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Third Eye|Third Eye Conceal]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 120,000 gp || align=&amp;quot;left&amp;quot; | Same as [[SRD:Mind Blank|Mind Blank]]. Learning [[SRD:Mind Blank|Mind Blank]] via [[SRD:Psionic Fist|Psionic Fist]] levels or [[SRD:Psychic Chirurgery|Psychic Chirurgery]] is a better option at higher levels.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of Godly Vigor ([[SRD:Vigor|Vigor]] power, continuous, ML 88)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 348,000 gp || align=&amp;quot;left&amp;quot; | +440 hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Power Link (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | 2 free power points to augment a power. Stacks with other power link shards. Total points spent can exceed your manifester level. Ten of these is not too many.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasic Armor (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +2 armor bonus; up to five shards stack with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasmic Fist (Quori shard) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | +1 die size (unarmed strike).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop'' (CL 1)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 2,000 gp || align=&amp;quot;left&amp;quot; | +1 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop, Greater'' (CL 17, persisted spell, 1/day) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 30,600 gp || align=&amp;quot;left&amp;quot; | +4 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Cloak of ''[[SRD:Shapechange|Shapechange]]'' (1/day, CL 20) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 108,000 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |''[[SRD:Manual of Quickness in Action|Manual of Quickness in Action]]''  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | Inherent bonus to Dexterity.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |Any item with ''Natural Weapon Augmentation, Personal'' (Ghost Touch, continuous effect)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | 4,000gp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Periapt of Wisdom|Periapt of Wisdom]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 4,000 gp &amp;amp;mdash; 36,000 || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Ring of Borrowed Mastery (3.5e Equipment)|Ring of Borrowed Mastery]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 24,000gp || align=&amp;quot;left&amp;quot; | A homebrew item allowing the character to permanently steal psionic feats from a target.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Fanged Ring|Fanged Ring]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 5,00gp || align=&amp;quot;left&amp;quot; | Duplicates the Improved Natural Attack feat. Advantages and disadvantages of saving a feat slot this way: same as discussed in the note to the Monk's Belt, above.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Epic Headband of the Psion (3.5e Equipment)|&lt;br /&gt;
Epic Headband of the Psion, Lesser]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 60,000gp || align=&amp;quot;left&amp;quot; | A homebrew item granting a continuous [[SRD:Mental Pinnacle|Mental Pinnacle]] spell, granting 75 bonus power points, +4 to Intelligence and Wisdom, and a number of useful [[Psion]] powers.&lt;br /&gt;
|}&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Recommended Spells:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' + ''[[SRD:Permanency|Permanency]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash; 9,100 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' + ''[[SRD:Powers|any Power of a level the monk can use]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Incarnate|Incarnate]]'' + ''[[SRD:Danger Sense|Danger Sense]]'' and/or ''[[SRD:Ubiquitous Vision|Ubiquitous Vision]]''|| align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' The ''Greater Mighty Wallop'' spell (from ''Dragon Magic'') increases the wearer's effective size when striking with a bludgeoning weapon by (CL/4, max +5), to a maximum of Size C. So while the monk wears the ring, any form he has of size M or larger is treated as size C or its actual size, whatever is larger, for the purpose of determining bludgeoning damage (such as the monk's unarmed strike).&lt;br /&gt;
&lt;br /&gt;
Exceptionally useful powers to acquire via ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' include ''[[SRD:Steadfast Perception|Steadfast Perception]]'', which provides immunity to illusions, and ''[[SRD:Personal Mind Blank|Personal Mind Blank]]'', which protects the character from all mind-altering effects and most efforts to divine information about them. ''[[SRD:Hypercognition|Hypercognition]]'' and ''[[SRD:Metafaculty|Metafaculty]]'' are excellent information-gathering tools for the monk. ''[[SRD:True Mind Switch|True Mind Switch]]'' can allow the monk to permanently acquire a more robust and agile physical form.&lt;br /&gt;
&lt;br /&gt;
''[[SRD:Ectoplasmic Form|Ectoplasmic Form]]'' can be a handy tool for escaping from areas protected by ''Dimensional Lock.'' ''[[SRD:Psionic Contingency|Psionic Contingency]]'' is another power that can potentially rescue a disastrous situation by activating a power to transport the monk to safety or to shift the odds in the monk's favor.&lt;br /&gt;
&lt;br /&gt;
====Quori Shards====&lt;br /&gt;
&lt;br /&gt;
Quori shards may only be used by Kalashtar PCs or those with a special ability to emulate them (such as a Changeling with the Racial Emulation feat) can use Quori shards (however, you might design a custom item using a Quori shard as the base and enhancing it with the 3rd-level Artificer spell ''Suppress Requirement'' (duration 10 min/lvl). When active, this additional power would allow the character to suppress either the racial requirement (Kalashtar) or the requirement of a manifester level. This custom item would be significantly more expensive than the original item (a modified Fist would cost (3rd * 5th CL * 2,000gp *2 (10 min/level to continuous power) = 45,000 + (3,000 (base Fist cost) * 1.5 (combined power on an item) = 4,500gp = 49,500gp), but either the Power Link or Ectoplasmic Fists will still be a bargain.) The maximum number of shards a character may have implanted is equal to their manifester level (again, the ''Suppress Requirement'' spell offers a possible work-around.) The implanting process permanently reduces the character's hit points by one (per shard). Up to five Ectoplasmic Armor shards and an unlimited number of Power Link shards stack. The benefits of Ectoplasmic Fists do not stack.&lt;br /&gt;
&lt;br /&gt;
'''Power Link''' Quori shards allow the character to augment a power by 2 points (3/day). Multiple shards can be used as a single action, and the points provided by shards are not limited by the character's manifester level.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Fist''' Quori shards increase the damage of the monk's unarmed strike as if he or she were one size category larger.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Armor''' Quori shards give a +2 armor bonus. Up to five armor shards stack, for a bonus of +10.&lt;br /&gt;
&lt;br /&gt;
;Suggested [[SRD:Psychic Warrior|Psychic Warrior]] Powers:&lt;br /&gt;
&lt;br /&gt;
1st: [[SRD:Expansion|Expansion]], [[SRD:Inertial Armor|Inertial Armor]], (Or  [[SRD:Grip of Iron|Grip of Iron]], [[SRD:Precognition|Precognition]]).&lt;br /&gt;
&lt;br /&gt;
2nd: [[SRD:Hustle|Hustle]], [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]], (Or [[SRD:Animal Affinity|Animal Affinity]]).&lt;br /&gt;
&lt;br /&gt;
3rd: [[SRD:Body Adjustment|Body Adjustment]], [[SRD:Dimension Slide|Dimension Slide]], (Or [[SRD:Danger Sense|Danger Sense]], [[SRD:Wall Walker|Wall Walker]], [[SRD:Mental Barrier|Mental Barrier]], [[SRD:Hostile Empathic Transfer|Hostile Empathic Transfer]]).&lt;br /&gt;
&lt;br /&gt;
4th: [[SRD:Psionic Dimension Door|Psionic Dimension Door]], [[SRD:Steadfast Perception|Steadfast Perception]], [[SRD:Metamorphosis|Metamorphosis]] (requires [[SRD:Expanded Knowledge|Expanded Knowledge]] feat: see below).&lt;br /&gt;
&lt;br /&gt;
5th: [[SRD:Oak Body|Oak Body]], [[SRD:Psychofeedback|Psychofeedback]].&lt;br /&gt;
&lt;br /&gt;
See also: [[Ultimate Monk (DnD Optimized Character Build)/Optimization Note: Getting More (and Better) Powers|Psionic Optimization: Getting More (and Better) Powers]]&lt;br /&gt;
&lt;br /&gt;
====Further Discussion of Useful Spells, Powers, and Items====&lt;br /&gt;
&lt;br /&gt;
See also [[Ultimate Monk (DnD Optimized Character Build)/Buffing the Ultimate Monk|Buffing the Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
====Nonmagical Items====&lt;br /&gt;
It is helpful to keep sai on hand, for disarming attacks. A longspear (as a monstrous humanoid, broodguards are proficient with all simple weapons) allows the monk to make attacks of opportunity on opponents closing whilst using his unarmed strike once opponents are adjacent.&lt;br /&gt;
&lt;br /&gt;
A heavy crossbow is useful for ranged engagements.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
This build makes use of several optional rules from [[Unearthed Arcana]] including the use of traits, the use of flaws, and fractional BAB+ advancement.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
Broodguard&lt;br /&gt;
&lt;br /&gt;
Initial scores (32 point buy):&lt;br /&gt;
&lt;br /&gt;
Str: 14 [6] [[Int]]: 10 (14) [6] [[Wis]]: 16 [10] [[Dex]]: 16 (14) [6] [[Con]]: 14 (12) [4] [[Cha]]: 4 [0]&lt;br /&gt;
&lt;br /&gt;
Region: Taer&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ECL !! Class/HD/LA !! Feats !! Special&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Monk 1 || [[Improved Unarmed Strike]], [[Stunning Fist]], [[Improved Initiative]], Battle Jumper, [[SRD:Wild Talent|Wild Talent]] (Novar), [[Psionic Fist]] || Monk abilities, Rage 1/day, immune to hold, charm, claws 1d2/1d2, bite 1d3, Decisive strike (variant class feature)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 2nd || Ranger 1 || [[Track]] || Animal empathy&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Monk 1/Ranger 2 (Fangshields substitution level 2)  || Ascetic Hunter, Improved Natural Attack || &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 4th || Monk 2/Ranger 2 (Fangshields substitution level 2) ||  || Evasion, +1 Wis&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Monk 3/Ranger 2 (Fangshields substitution level 2) ||  || Still Mind&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 6th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 1 || [[Up the Walls]] || [[SRD:Inertial Armor|Inertial Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 2 ||  || [[Expansion]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 8th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 3 ||  || +1 Wis, [[Hustle]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 4 || Practiced Manifester || [[SRD:Body Adjustment|Body Adjustment]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 10th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 5 || [[Quicken Power]] || [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]]&lt;br /&gt;
|-&lt;br /&gt;
| 11th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 6 ||  || [[SRD:Mental Barrier|Mental Barrier]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 7 || Superior Unarmed Strike || +1 Wis, [[SRD:Steadfast Perception|Steadfast Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 8 ||  || [[SRD:Energy Adaptation|Energy Adaptation]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 9 ||  || [[SRD:Oak Body|Oak Body]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10 || [[Overchannel]], [[SRD:Expanded Knowledge|Expanded Knowledge]] ([[SRD:Metamorphosis|Metamorphosis]]) || [[SRD:Catapsi|Catapsi]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1 ||  || +1 Wis, immune to critical hits, +1 natural weapon effective size (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1/Zerth Cenobite 1 ||  || [[SRD:Chameleon|Chameleon]], Temporal Distillation 1/day&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 2/Zerth Cenobite 1 || [[SRD:Unavoidable Strike|Unavoidable Strike]] ||  +4 Str, +4 Con (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 19th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 3/Zerth Cenobite 1 ||  || +5 reach natural weapons (when transformed)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 4/Zerth Cenobite 1 ||  || +1 Wis, fast healing 2 (when transformed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
+9 to base [[initiative]] (+4 [[Improved Initiative]], +2 Aggressive, +3 [[Dex|Dexterity]].)&lt;br /&gt;
&lt;br /&gt;
The Fangshields level gives the monk the benefit of Improved Natural Feat at ECL 3. The decisive strike variant class feature (which replaces flurry of blows) gives a single attack at -2 dealing double damage, whilst the Battle Jumper feat gives the benefits of charge and double damage when you drop on an opponent from above. These features can lead to colossal damage rolls at relatively low ECL.&lt;br /&gt;
&lt;br /&gt;
Example: The sample build spots an ogre at ECL 4, and has an opportunity to set an ambush from above. Base damage is 2d6 + 4 (1d8 + Improved Natural Attack, Str 14 + rage) + 2d6 (Psionic Fist) *2 (Battle Jumper feat) = 8d6+8. If he could not jump down on the foe, he could hold his psionic focus until he could attack with a full-round action (using decisive strike) and deal the same damage cited above.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
This is it. For the giant-sized version, see [[Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Hit points and AC are not great. The key is to control when and how you are involved in combat.&lt;br /&gt;
&lt;br /&gt;
BAB is so-so, and is best addressed by the intelligent use of attack modifiers like charge (+2), flank attack (+2), and the like. At later levels, Unavoidable Strike lets you resolve an unarmed attack as a touch attack, ignoring armor.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
I love flaws, but allowing them gives 2 extra feats at first level, which goes a long way to making this build possible.&lt;br /&gt;
&lt;br /&gt;
On that same subject, the 3.5E rule provide great mounted combat and archery feats. If you find the type of monk described here is mowing through the ranks of your NPCs, I suggest taking the monk out of his element. He or she will be fast enough that they won't need to ride, but fighting on foot against a skilled rider is a difficult proposition in the 3.5E rules, and the greater speed of the mount, as well as the open terrain on which such combats take place, will tend to restrict the monk's fighting tactics. If that still doesn't work, bring on the Mongol tactics; mounted archers who fire, and flee before the monk can hit them. Turnabout is fair play.&lt;br /&gt;
&lt;br /&gt;
Some DM might get frustrated with players who use the rules to repeatedly attack from behind, avoid shields and Dex bonuses, and do as much damage as a Greatsword-wielding barbarian with punches and kicks. But these things are not abuses, but rather are in the spirit of the martial-arts-master archetype. There is a heavy price to be paid for them, as this build shows. If you know and enforce the rules for Iaijutsu Focus, charging, tumbling, and the use of psionic feats (don't forget the requirement that the character expend their psionic focus to use feats like Quicken Power and Psionic Fist!) the build should be balanced relative to other classes. &lt;br /&gt;
&lt;br /&gt;
As the tactics recommended for this build require intelligent but hair-raising risk taking, the DM should make it clear that if the player gets in over his head and provokes an attack of opportunity from the ogre he is flanking, the DM will not bail him out.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ten Steps to Your Broken Monk ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Get ''Unearthed Arcana''''', and using your best wheedling voice along with a high-quality baked-goods bribe, encourage your DM to adopt the following rules variants: fractional BAB (fair, and should be in the core rules), action points (helps everybody, but especially the monk, who has some rolls he ''must'' make,) traits and flaws (pretty balanced, but gamable), and class defense (the brass ring, but entirely a matter of taste; best suggested after one of those arguments over whether a character would have been wearing their armor or not.)&lt;br /&gt;
&lt;br /&gt;
'''2. Get ''Oriental Adventures''.''' This is an obvious move, but even if you have access to the martial arts (and ancestor) feats via other sources, you need access to the styles (you can get some hefty game bonuses be mastering certain sets of feats), the prestige classes (the Bear Warrior monk is gloriously broken), and the Iaijutsu Focus skill.&lt;br /&gt;
&lt;br /&gt;
'''3. Make your character psionic''', whether by choosing a psionic race, class, or the Wild Talent feat. The psionic feats are impossible to pass up, and coupled with the monk's extreme mobility, once you have Speed of Thought and Up the Walls you need never role against a shield bonus again. The Fist of Zukoen prestige class is great for avoiding those upper monk levels with their underwhelming class benefits (&amp;quot;Wow, I'm immune to poisons. When do I get immunity to axes?&amp;quot;) A couple levels of Psychic Warrior nets not only your choice of great psionic buffs -- Expansion, Burst, Precognition (Offensive) -- but two bonus combat feats -- and feats are oxygen to the monk.&lt;br /&gt;
&lt;br /&gt;
'''4. Buff your Initiative.''' Iaijutsu Focus, Psionic Fist, Flying Kick -- they all add up to an awesome first-strike capability against flat-footed opponents. Many players waste their time buffing the monk's AC, but in truth, careful defense is a losing strategy in a game that will always be tilted in favor of bold action. Your BAB is mediocre -- don't give your opponents the luxury of readying their shields and getting in combat stance. Win initiative, tumble through their ranks (or just run around them) and kick them in the back of the head. A dead enemy is the best protection of all.&lt;br /&gt;
&lt;br /&gt;
'''5. Don't get hung up on Str and Con.''' Sure, they're great to have. But for the monk, every ability score is important. Dexterity, duh. Wisdom, for AC, skills, and the psionic abilities and skill checks that will be part of your game (see point #3). Intelligence, because you will always have more skills than points to spend on them: Balance, Tumble, Jump, Iaijutsu Focus, Spot, Concentration, Hide, Move Silently, and one could go on. Charisma, as so often, is the kid with glasses by the punchbowl, but even so, you need a 13+ to get the Mighty Works Mastery feats to eventually strike as one size category larger, it is the base skill for Iaijutsu Focus, and hey, getting along with people is nice, especially as a character with stealth skills who fights without weapons or armor is the ideal urban infiltrator/spy.&lt;br /&gt;
&lt;br /&gt;
'''6. Multiclass until your teeth hurt.''' Most players get this. Try and focus on classes that give you feats and abilities you need at the first level. Many classes have a basket of goodies at the entry point, then a slow progression; love them, leave them, and get back to your monk and monk prestige classes. There are exceptions (Bear Warrior) but mostly the rule works.&lt;br /&gt;
&lt;br /&gt;
'''7. Buff your base speed.''' Speed is one of the most underappreciated statistics in a statistics-obsessed game. But you have been buffing your initiative (as per #4), you have mad tumbling skills (#5), and Up the Walls (#3) so attacks of opportunity are not a problem for you. You act first and when you do, you will be able to strike from places your opponents' never imagined -- or, you will vanish completely from sight and strike later from ambush. Speed is crucial for the sky-high Jump and Balance bonuses that give your character a kung fu movie vibe.  &lt;br /&gt;
&lt;br /&gt;
'''8. Oh, the humanity.''' Some players blow off the idea of playing a human character, but of the ECL 0 races in 3.5E, the human is arguably the best monk race. You need that extra feat. Extra skill points are nice. You can chose the monk as your favored class, speeding your advancement, as the monk must multiclass unevenly (see #6). You gain access to wicked ancestor feats. What you give up is the opportunity to optimize your stats with race adjustments, or to play a psionic race and avoid the Wild Talent feat. But the Wild Talent feat is a Fist of Zukoen requirement anyway, and as to the former, the monk is perhaps the only class in which all ability scores are important. Raising one -- even Str -- at the expense of another is not going to make or break your monk.&lt;br /&gt;
&lt;br /&gt;
'''9. Focus on damage and attack bonuses, and let multiple attacks come.''' Flurrying at early levels, as most monk-friendly players have discovered, is a great way to strike three times a round and miss every time. (If you go all out with Two-Weapon Fighting, ki frenzy, and monk flurry, with a Nezumi or Vanara's tailspikes thrown in, you can be a ECL 2 character with five attacks per round. With a BAB +1 and a cumulative -8 penalty to each attack, this build is not recommended, unless you plan to make a career out of beating up unconscious people really fast.) Eventually, it will be a devastating advantage. In the meantime, you want your attacks to count. There are many, many ways to do this. Reckless Charge gives a +4 bonus to attack, at 1st level (we don't care about to -4 to AC because we fully intend to kill with our first strike.) Empty Hand Mastery, from OA, allows the monk to strike as if he were one size category larger while the Psychic Warrior power Expansion (available at 1st level, see #6) actually makes him bigger. Flying Kick provides +1d12 charging, Powerful Charge adds +1d8 for M-sized characters, and Psionic Charge and Up the Walls will ensure it is the rare opponent who will be safe from your charge attack (and when it becomes painful to give up your multiple attacks to charge, you will have the 2nd-level Psychic Warrior power of Psionic Lion's Charge, and you won't have to). Psionic Fist give +2d6, which will eventually be negligible, but is nothing to sneeze at at first level, and can be used an unlimited number of times per day (take Psionic Meditation to get your focus back with a move action, and you can use it every round).&lt;br /&gt;
&lt;br /&gt;
'''10. Think differently.''' The monk can do things no other class can do. Just one example: an enemy that is no longer flat-footed can change their facing once for free. But the monk with a base 60ft move (or more) can, by Tumbling at half-speed, flank their foe, allow them to change facing, then move ''again'' and position themselves in the rear, and then strike.&lt;br /&gt;
&lt;br /&gt;
Of course, at early levels, if you stand there and trade blow for blow with a barbarian or a samurai, you're going to lose. If you didn't, those classes would be wholly pointless. Use your mobility, fight dirty, and be gone before the other side unsheathes its swords -- if they live to draw them.&lt;br /&gt;
&lt;br /&gt;
===FAQ===&lt;br /&gt;
&lt;br /&gt;
'''1. Your example wouldn't work on a higher-level barbarian, with Uncanny Defense and Instantaneous Rage.'''&lt;br /&gt;
&lt;br /&gt;
Of course not. But by the time the barbarian has uncanny defense, the monk will have enough hit points to strike again if his first attack misses. And by the time the barbarian can instantly rage, the monk will have a whole array of new and devastating offensive abilities (see my  [[Ultimate Monk]].)&lt;br /&gt;
&lt;br /&gt;
'''2. How can you deliver a monk with reduced hit points and armor class, and call it survivable? Are you just being contrary?'''&lt;br /&gt;
&lt;br /&gt;
No, I recognize these as serious deficiencies. As the build progresses, they will be addressed. But the two things a monk must have are a high initiative bonus and a high-damage attack. These are what he needs to survive. In 4E parlance, the monk is not a &amp;quot;controller&amp;quot; to be set between an enemy and the party's soft center. Nor does he belong in the center. He belongs behind the backs of the enemy's soft center, making use of his speed and mobility. For that to work he needs the initiative bonus and a killing finish. If the enemy can take 20 points of damage, making the stunning save, and turn around and whomp the monk, he was too tough for a stand up fight at ECL 1 anyway.&lt;br /&gt;
&lt;br /&gt;
'''3. It says in the Player's Handbook that monks can't multiclass. Ouch.'''&lt;br /&gt;
&lt;br /&gt;
Core rules, yes, once you leave monk you may never return.  OA rules, however, allow for monks to multiclass freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Optimized Character Builds Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)</id>
		<title>Survivor Monk (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-11-14T01:42:24Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Spells, Powers, Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/16/07&lt;br /&gt;
|status= In Progress&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ah, the [[monk]]. When we chose the monk path, we have visions of dancing up castle walls and dispatching the four guardsmen atop the allure with well-placed kicks before smashing open the sally port with a single devastating blow. Yet what we find, as a lowly ECL 1, is often more akin to this:&lt;br /&gt;
&lt;br /&gt;
''Your [[lawful]] nature compels you to protest that Aragormesh, your half-orc barbarian companion, is cheating at cards. In a drunken rage, he howls a challenge. You strike with awesome speed, connecting with a punch that does 1d6 +3 ([[Str]]) for 6 points of damage. Aragormesh blinks, shrugs it off, and brings his [[masterwork]] Greataxe down upon your shaven head. The cards are ruined, and your companions spend the rest of the evening arguing about whether an ascetic like yourself would have wanted them to spend money on a funeral.''&lt;br /&gt;
&lt;br /&gt;
It didn't have to be that way. But you brought it on yourself. You bought a robe, picked a [[feat]] or two that looked nice, and went out into the world, which promptly put you out of your misery. The [[monk]] class does not lend itself to this sort of autopilot gaming. But with the right [[race]], the right [[feat]]s, and most of all, the right tactics, your [[monk]] can go from redshirt to reaper:&lt;br /&gt;
&lt;br /&gt;
''Aragormesh is cheating you at cards. Without a word or gesture, before he can rage, you strike, moving from his front to his rear (without provoking attacks of opportunity, since he is flat-footed). Attacking a flat-footed opponent from behind, you hit easily. Your Iaijutsu focus check is 17 (+2d6), you expend your focus to use Psionic Fist (+2d6). Just in case, you declared a [[Stunning Fist]] Attack as well. But with 5d6+2 damage against Aragormesh's 15 hp, there's no need to role a saving throw for the stunning attack. You and your companions quickly agree on a Viking funeral, and press on to greater adventures.''&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Player's Handbook Version 3.5&lt;br /&gt;
&lt;br /&gt;
Player's Handbook II (decisive strike variant class feature)&lt;br /&gt;
&lt;br /&gt;
[[Unearthed Arcana]]&lt;br /&gt;
&lt;br /&gt;
[[Expanded Psionics Handbook]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]] (Broodguards)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jumper feat)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger)&lt;br /&gt;
&lt;br /&gt;
[[Complete Psionic]] (Practiced Manifester feat, Zerth Cenobite prestige class, Wild Talent (Novar) feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
This build requires [[Lawful]] [[alignment]].&lt;br /&gt;
&lt;br /&gt;
=== Race and Templates ===&lt;br /&gt;
&lt;br /&gt;
Humans are optimal, given this build's insatiable hunger for [[feats]].&lt;br /&gt;
&lt;br /&gt;
On the unusual side, Broodguards (from Savage Species, pg. 141) are an [[LA]] +0 modification to the human template. Broodguards have the following score modifers: +2 [[Dex]], +2 [[Con]], -4 [[Int]], -4 [[Cha]]. They are immune to hold and charm effects, and gain the monstrous humanoid type, which makes them eligible for the Fangshield Ranger racial substitution level. They may be of any [[alignment]] -- and, once per day, they can [[Rage]] (as per the [[Barbarian]] class). This fulfills a long-standing dream of many [[monk]]-loving characters -- getting around the diametrically opposed alignments of the [[Barbarian]] and the [[Monk]] to achieve the Holy Grail -- a monk who can Rage. Broodguards are created by Yuan-Ti from prisoners, so it is reasonable for a [[monk]] (now, presumably, escaped from the Yuan-Ti's clutches) to be of this [[race]].&lt;br /&gt;
&lt;br /&gt;
The progression below uses a Broodguard.&lt;br /&gt;
&lt;br /&gt;
The [[Children of Tulkas (DnD Bloodline)]], designed by yours truly, is a great asset to monks (surprise, surprise). In exchange for three bloodline levels, the major bloodline gives eight combat feats over twenty levels, as well as useful skill and ability bonuses (reflecting the character's connection with Tulkas, the strongest and most potent warrior among the Valar, who fought without arms or armor). I humbly hope that players who have always wanted to play a Haruchi-type warrior will give it a look. It certainly allows a character to move at a good clip along the unarmed combat feat trees without too much multiclassing.&lt;br /&gt;
&lt;br /&gt;
If you have a doting DM who will pass the idea of an [[LA]] +2 race, the Githzerai make fantastic monks (indeed, it is their favored class). They are psionic (pretty much all monks should be psionic; for the feats, if nothing else). +6 dex, giving +3 AC, +2 wis, giving 1 extra power point, another +1 to AC, +1 DC to stunning attacks, and so on. Githzerai have inertial armor as a 3/day racial ability, meaning that your character can easily role out of bed with the equivalent of plate armor (say, Wis 16 and Dex 16 before modifiers = +4 inertial armor, +6 Dodge bonus, +4 insight bonus = AC 24).&lt;br /&gt;
&lt;br /&gt;
If you are willing to spend a few levels in a monster class, good choices abound. This is, perhaps, the easiest way to escort a monk through the early levels: start in a monster class, picking up great BAB, stat bonuses, natural armor, and other goodies, and then add monk levels when you finish. Monks are the perfect fit with monster levels: monsters typically lack armor proficiency, have great mobility, Large size (if you want), great abilities (and there is no class that can make good use of every single ability score as the monk can). It used to be that if you chose a race with a claw attack, you had to waste an ability, since the monk's unarmed strike is basically a natural attack, and they don't stack. I should say they didn't stack, because with the Beast Strike feat (BAB+5 and, naturally, a claw or slam attack) your claw or slam attack damage stacks with your unarmed combat damage. The fit is perfect.&lt;br /&gt;
&lt;br /&gt;
I should mention in the context of monster classes the Saint template (LA +2). This brings some nice ability bonuses and magical stuff with it, but the primary benefit from an optimizing perspective is that it converts your (usually) monstrous humanoid levels into levels of outsider. That brings with it great saves, a ton of skill points (monks need skills) and weapon proficiency (if your race didn't have it to begin with). If you are considering a build with more than a couple monster levels, it's an option well worth considering.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
This build uses the [[Monk]] (PHB v3.5), the Psionic Fist (SRD) the Ranger (SRD) and Fangshields Ranger substitution level ([[Champions of Valor]]), as well as the Warshaper ([[Complete Warrior]]).&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
[[Improved Initiative]]&lt;br /&gt;
&lt;br /&gt;
[[SRD:Wild Talent|Wild Talent]] (Novar) -- Introduced in [[Complete Psionic]], this variant of the Wild Talent feat grants only one power point, but also grants the use of [[SRD:Precognition|Precognition]] 1/day.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Psionic Fist|Psionic Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Improved Unarmed Strike]]&lt;br /&gt;
&lt;br /&gt;
[[Stunning Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Alertness]] -- Broodguards receive Alertness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
Practiced Manifester -- Introduced in [[Complete Psionic]], this feat grants an increase of +4 to a character's manifester level, up to the limit of their character level.&lt;br /&gt;
&lt;br /&gt;
Battle Jumper -- A regional feat from [[Unapproachable East]], it allows any attack in which you drop from 5-15 feet above your opponent to count as a charge and do double damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Aggressive (+2 [[initiative]], -1 [[AC]])&lt;br /&gt;
&lt;br /&gt;
Quick (base speed +10ft., -1 hp per level)&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
&lt;br /&gt;
Murky-eyed (roll miss chance for concealment twice)&lt;br /&gt;
&lt;br /&gt;
Shaky (-2 to ranged attacks)&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Recommend Additions&lt;br /&gt;
|-&lt;br /&gt;
! Item, Spell, or Power !! Version !! Cost !! Result/Notes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Suggested Items:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Monk's Belt|Monk's Belt]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 13,000 gp || align=&amp;quot;left&amp;quot; | +5 effective monk level for AC and movement bonuses, and unarmed strike damage. If you are willing to trust in a monk's belt, you can forgo Superior Unarmed Strike (which does not stack.) Of, course, magic can be anti-magick'd, and the high damage of the monk's unarmed strike is one of his or her main assets.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Psychoactive Skin|Skin of the Hero]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 77,500 || align=&amp;quot;left&amp;quot; | This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Temporal Acceleration|Boots of Temporal Acceleration]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 43,200 gp || align=&amp;quot;left&amp;quot; | Stop time as a free action for 2 rounds. 1/day.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Bracers of Armor|Bracers of Armor]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 1,000 gp &amp;amp;mdash; 64,000 gp || align=&amp;quot;left&amp;quot; | Armor bonus. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Amulet of Mighty Fists|Amulet of Mighty Fists]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 6,000 go &amp;amp;mdash; 150,000 gp || align=&amp;quot;left&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' with ''[[SRD:Permanency|Permanency]]'' is far cheaper.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Gloves of Titan's Grip|Gloves of Titan's Grip]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 14,000 gp || align=&amp;quot;left&amp;quot; | +8 to grapple checks (7 rounds, 3/day)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of [[SRD:Divine Power|Divine Power]] (continuous effect, persistent spell, CL 21, 1/day) || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 42,000 gp || align=&amp;quot;left&amp;quot; | BAB=character level, +21 temporary hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Belt of Giant Strength|Belt of Giant Strength]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 16,000 gp &amp;amp;mdash; 36,000 gp || align=&amp;quot;left&amp;quot; | Str bonus. Same slot as a monk's belt.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Orange || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +1 caster (or manifester) level.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Pale green || align=&amp;quot;left&amp;quot; | 30,000 gp || align=&amp;quot;left&amp;quot; | +1 competence bonus on [[SRD:Attack Roll|attack rolls]], saves, [[SRD:Skill Check|skill checks]], and [[SRD:Ability Check|ability checks]] (including rolls for initiative).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Speed|Boots of Speed]] || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 12,000 gp || align=&amp;quot;left&amp;quot; | As a [[SRD:Free Actions|free action]], the wearer can click her boot heels together, enabling her to act as though affected by a ''[[SRD:Haste|haste]] ''spell for up to 10 rounds each day. The duration of the ''haste ''effect need not be consecutive rounds.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Third Eye|Third Eye Conceal]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 120,000 gp || align=&amp;quot;left&amp;quot; | Same as [[SRD:Mind Blank|Mind Blank]]. Learning [[SRD:Mind Blank|Mind Blank]] via [[SRD:Psionic Fist|Psionic Fist]] levels or [[SRD:Psychic Chirurgery|Psychic Chirurgery]] is a better option at higher levels.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of Godly Vigor ([[SRD:Vigor|Vigor]] power, continuous, ML 88)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 348,000 gp || align=&amp;quot;left&amp;quot; | +440 hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Power Link (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | 2 free power points to augment a power. Stacks with other power link shards. Total points spent can exceed your manifester level. Ten of these is not too many.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasic Armor (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +2 armor bonus; up to five shards stack with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasmic Fist (Quori shard) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | +1 die size (unarmed strike).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop'' (CL 1)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 2,000 gp || align=&amp;quot;left&amp;quot; | +1 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop, Greater'' (CL 17, persisted spell, 1/day) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 30,600 gp || align=&amp;quot;left&amp;quot; | +4 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Cloak of ''[[SRD:Shapechange|Shapechange]]'' (1/day, CL 20) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 108,000 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |''[[SRD:Manual of Quickness in Action|Manual of Quickness in Action]]''  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | Inherent bonus to Dexterity.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |Any item with ''Natural Weapon Augmentation, Personal'' (Ghost Touch, continuous effect)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | 4,000gp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Periapt of Wisdom|Periapt of Wisdom]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 4,000 gp &amp;amp;mdash; 36,000 || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[Ring of Borrowed Mastery (3.5e Equipment)|Ring of Borrowed Mastery]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 24,000gp || align=&amp;quot;left&amp;quot; | A homebrew item allowing the character to permanently steal psionic feats from a target.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Fanged Ring|Fanged Ring]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 5,00gp || align=&amp;quot;left&amp;quot; | Duplicates the Improved Natural Attack feat. Advantages and disadvantages of saving a feat slot this way: same as discussed in the note to the Monk's Belt, above.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |[[Epic Headband of the Psion (3.5e Equipment)|&lt;br /&gt;
Epic Headband of the Psion, Lesser]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 60,000gp || align=&amp;quot;left&amp;quot; | A homebrew item granting a continuous [[SRD:Mental Pinnacle|Mental Pinnacle]] spell, granting 75 bonus power points, +4 to Intelligence and Wisdom, and a number of useful [[Psion]] powers.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Recommended Spells:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' + ''[[SRD:Permanency|Permanency]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash; 9,100 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' + ''[[SRD:Powers|any Power of a level the monk can use]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Incarnate|Incarnate]]'' + ''[[SRD:Danger Sense|Danger Sense]]'' and/or ''[[SRD:Ubiquitous Vision|Ubiquitous Vision]]''|| align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' The ''Greater Mighty Wallop'' spell (from ''Dragon Magic'') increases the wearer's effective size when striking with a bludgeoning weapon by (CL/4, max +5), to a maximum of Size C. So while the monk wears the ring, any form he has of size M or larger is treated as size C or its actual size, whatever is larger, for the purpose of determining bludgeoning damage (such as the monk's unarmed strike).&lt;br /&gt;
&lt;br /&gt;
Exceptionally useful powers to acquire via ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' include ''[[SRD:Steadfast Perception|Steadfast Perception]]'', which provides immunity to illusions, and ''[[SRD:Personal Mind Blank|Personal Mind Blank]]'', which protects the character from all mind-altering effects and most efforts to divine information about them. ''[[SRD:Hypercognition|Hypercognition]]'' and ''[[SRD:Metafaculty|Metafaculty]]'' are excellent information-gathering tools for the monk. ''[[SRD:True Mind Switch|True Mind Switch]]'' can allow the monk to permanently acquire a more robust and agile physical form.&lt;br /&gt;
&lt;br /&gt;
''[[SRD:Ectoplasmic Form|Ectoplasmic Form]]'' can be a handy tool for escaping from areas protected by ''Dimensional Lock.'' ''[[SRD:Psionic Contingency|Psionic Contingency]]'' is another power that can potentially rescue a disastrous situation by activating a power to transport the monk to safety or to shift the odds in the monk's favor.&lt;br /&gt;
&lt;br /&gt;
====Quori Shards====&lt;br /&gt;
&lt;br /&gt;
Quori shards may only be used by Kalashtar PCs or those with a special ability to emulate them (such as a Changeling with the Racial Emulation feat) can use Quori shards (however, you might design a custom item using a Quori shard as the base and enhancing it with the 3rd-level Artificer spell ''Suppress Requirement'' (duration 10 min/lvl). When active, this additional power would allow the character to suppress either the racial requirement (Kalashtar) or the requirement of a manifester level. This custom item would be significantly more expensive than the original item (a modified Fist would cost (3rd * 5th CL * 2,000gp *2 (10 min/level to continuous power) = 45,000 + (3,000 (base Fist cost) * 1.5 (combined power on an item) = 4,500gp = 49,500gp), but either the Power Link or Ectoplasmic Fists will still be a bargain.) The maximum number of shards a character may have implanted is equal to their manifester level (again, the ''Suppress Requirement'' spell offers a possible work-around.) The implanting process permanently reduces the character's hit points by one (per shard). Up to five Ectoplasmic Armor shards and an unlimited number of Power Link shards stack. The benefits of Ectoplasmic Fists do not stack.&lt;br /&gt;
&lt;br /&gt;
'''Power Link''' Quori shards allow the character to augment a power by 2 points (3/day). Multiple shards can be used as a single action, and the points provided by shards are not limited by the character's manifester level.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Fist''' Quori shards increase the damage of the monk's unarmed strike as if he or she were one size category larger.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Armor''' Quori shards give a +2 armor bonus. Up to five armor shards stack, for a bonus of +10.&lt;br /&gt;
&lt;br /&gt;
;Suggested [[SRD:Psychic Warrior|Psychic Warrior]] Powers:&lt;br /&gt;
&lt;br /&gt;
1st: [[SRD:Expansion|Expansion]], [[SRD:Inertial Armor|Inertial Armor]], (Or  [[SRD:Grip of Iron|Grip of Iron]], [[SRD:Precognition|Precognition]]).&lt;br /&gt;
&lt;br /&gt;
2nd: [[SRD:Hustle|Hustle]], [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]], (Or [[SRD:Animal Affinity|Animal Affinity]]).&lt;br /&gt;
&lt;br /&gt;
3rd: [[SRD:Body Adjustment|Body Adjustment]], [[SRD:Dimension Slide|Dimension Slide]], (Or [[SRD:Danger Sense|Danger Sense]], [[SRD:Wall Walker|Wall Walker]], [[SRD:Mental Barrier|Mental Barrier]], [[SRD:Hostile Empathic Transfer|Hostile Empathic Transfer]]).&lt;br /&gt;
&lt;br /&gt;
4th: [[SRD:Psionic Dimension Door|Psionic Dimension Door]], [[SRD:Steadfast Perception|Steadfast Perception]], [[SRD:Metamorphosis|Metamorphosis]] (requires [[SRD:Expanded Knowledge|Expanded Knowledge]] feat: see below).&lt;br /&gt;
&lt;br /&gt;
5th: [[SRD:Oak Body|Oak Body]], [[SRD:Psychofeedback|Psychofeedback]].&lt;br /&gt;
&lt;br /&gt;
See also: [[Ultimate Monk (DnD Optimized Character Build)/Optimization Note: Getting More (and Better) Powers|Psionic Optimization: Getting More (and Better) Powers]]&lt;br /&gt;
&lt;br /&gt;
====Further Discussion of Useful Spells, Powers, and Items====&lt;br /&gt;
&lt;br /&gt;
See also [[Ultimate Monk (DnD Optimized Character Build)/Buffing the Ultimate Monk|Buffing the Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
====Nonmagical Items====&lt;br /&gt;
It is helpful to keep sai on hand, for disarming attacks. A longspear (as a monstrous humanoid, broodguards are proficient with all simple weapons) allows the monk to make attacks of opportunity on opponents closing whilst using his unarmed strike once opponents are adjacent.&lt;br /&gt;
&lt;br /&gt;
A heavy crossbow is useful for ranged engagements.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
This build makes use of several optional rules from [[Unearthed Arcana]] including the use of traits, the use of flaws, and fractional BAB+ advancement.&lt;br /&gt;
&lt;br /&gt;
== Progression ==&lt;br /&gt;
&lt;br /&gt;
Broodguard&lt;br /&gt;
&lt;br /&gt;
Initial scores (32 point buy):&lt;br /&gt;
&lt;br /&gt;
Str: 14 [6] [[Int]]: 10 (14) [6] [[Wis]]: 16 [10] [[Dex]]: 16 (14) [6] [[Con]]: 14 (12) [4] [[Cha]]: 4 [0]&lt;br /&gt;
&lt;br /&gt;
Region: Taer&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ECL !! Class/HD/LA !! Feats !! Special&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Monk 1 || [[Improved Unarmed Strike]], [[Stunning Fist]], [[Improved Initiative]], Battle Jumper, [[SRD:Wild Talent|Wild Talent]] (Novar), [[Psionic Fist]] || Monk abilities, Rage 1/day, immune to hold, charm, claws 1d2/1d2, bite 1d3, Decisive strike (variant class feature)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 2nd || Ranger 1 || [[Track]] || Animal empathy&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Monk 1/Ranger 2 (Fangshields substitution level 2)  || Ascetic Hunter, Improved Natural Attack || &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 4th || Monk 2/Ranger 2 (Fangshields substitution level 2) ||  || Evasion, +1 Wis&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Monk 3/Ranger 2 (Fangshields substitution level 2) ||  || Still Mind&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 6th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 1 || [[Up the Walls]] || [[SRD:Inertial Armor|Inertial Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 2 ||  || [[Expansion]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 8th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 3 ||  || +1 Wis, [[Hustle]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 4 || Practiced Manifester || [[SRD:Body Adjustment|Body Adjustment]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 10th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 5 || [[Quicken Power]] || [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]]&lt;br /&gt;
|-&lt;br /&gt;
| 11th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 6 ||  || [[SRD:Mental Barrier|Mental Barrier]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 7 || Superior Unarmed Strike || +1 Wis, [[SRD:Steadfast Perception|Steadfast Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 8 ||  || [[SRD:Energy Adaptation|Energy Adaptation]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 9 ||  || [[SRD:Oak Body|Oak Body]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10 || [[Overchannel]], [[SRD:Expanded Knowledge|Expanded Knowledge]] ([[SRD:Metamorphosis|Metamorphosis]]) || [[SRD:Catapsi|Catapsi]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1 ||  || +1 Wis, immune to critical hits, +1 natural weapon effective size (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1/Zerth Cenobite 1 ||  || [[SRD:Chameleon|Chameleon]], Temporal Distillation 1/day&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 2/Zerth Cenobite 1 || [[SRD:Unavoidable Strike|Unavoidable Strike]] ||  +4 Str, +4 Con (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 19th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 3/Zerth Cenobite 1 ||  || +5 reach natural weapons (when transformed)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 4/Zerth Cenobite 1 ||  || +1 Wis, fast healing 2 (when transformed)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Highlights ==&lt;br /&gt;
&lt;br /&gt;
+9 to base [[initiative]] (+4 [[Improved Initiative]], +2 Aggressive, +3 [[Dex|Dexterity]].)&lt;br /&gt;
&lt;br /&gt;
The Fangshields level gives the monk the benefit of Improved Natural Feat at ECL 3. The decisive strike variant class feature (which replaces flurry of blows) gives a single attack at -2 dealing double damage, whilst the Battle Jumper feat gives the benefits of charge and double damage when you drop on an opponent from above. These features can lead to colossal damage rolls at relatively low ECL.&lt;br /&gt;
&lt;br /&gt;
Example: The sample build spots an ogre at ECL 4, and has an opportunity to set an ambush from above. Base damage is 2d6 + 4 (1d8 + Improved Natural Attack, Str 14 + rage) + 2d6 (Psionic Fist) *2 (Battle Jumper feat) = 8d6+8. If he could not jump down on the foe, he could hold his psionic focus until he could attack with a full-round action (using decisive strike) and deal the same damage cited above.&lt;br /&gt;
&lt;br /&gt;
== Munchkin-Size Me ==&lt;br /&gt;
&lt;br /&gt;
This is it. For the giant-sized version, see [[Ultimate Monk]].&lt;br /&gt;
&lt;br /&gt;
== Side Notes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Limitations ===&lt;br /&gt;
&lt;br /&gt;
Hit points and AC are not great. The key is to control when and how you are involved in combat.&lt;br /&gt;
&lt;br /&gt;
BAB is so-so, and is best addressed by the intelligent use of attack modifiers like charge (+2), flank attack (+2), and the like. At later levels, Unavoidable Strike lets you resolve an unarmed attack as a touch attack, ignoring armor.&lt;br /&gt;
&lt;br /&gt;
=== DM Counters ===&lt;br /&gt;
&lt;br /&gt;
I love flaws, but allowing them gives 2 extra feats at first level, which goes a long way to making this build possible.&lt;br /&gt;
&lt;br /&gt;
On that same subject, the 3.5E rule provide great mounted combat and archery feats. If you find the type of monk described here is mowing through the ranks of your NPCs, I suggest taking the monk out of his element. He or she will be fast enough that they won't need to ride, but fighting on foot against a skilled rider is a difficult proposition in the 3.5E rules, and the greater speed of the mount, as well as the open terrain on which such combats take place, will tend to restrict the monk's fighting tactics. If that still doesn't work, bring on the Mongol tactics; mounted archers who fire, and flee before the monk can hit them. Turnabout is fair play.&lt;br /&gt;
&lt;br /&gt;
Some DM might get frustrated with players who use the rules to repeatedly attack from behind, avoid shields and Dex bonuses, and do as much damage as a Greatsword-wielding barbarian with punches and kicks. But these things are not abuses, but rather are in the spirit of the martial-arts-master archetype. There is a heavy price to be paid for them, as this build shows. If you know and enforce the rules for Iaijutsu Focus, charging, tumbling, and the use of psionic feats (don't forget the requirement that the character expend their psionic focus to use feats like Quicken Power and Psionic Fist!) the build should be balanced relative to other classes. &lt;br /&gt;
&lt;br /&gt;
As the tactics recommended for this build require intelligent but hair-raising risk taking, the DM should make it clear that if the player gets in over his head and provokes an attack of opportunity from the ogre he is flanking, the DM will not bail him out.&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ten Steps to Your Broken Monk ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Get ''Unearthed Arcana''''', and using your best wheedling voice along with a high-quality baked-goods bribe, encourage your DM to adopt the following rules variants: fractional BAB (fair, and should be in the core rules), action points (helps everybody, but especially the monk, who has some rolls he ''must'' make,) traits and flaws (pretty balanced, but gamable), and class defense (the brass ring, but entirely a matter of taste; best suggested after one of those arguments over whether a character would have been wearing their armor or not.)&lt;br /&gt;
&lt;br /&gt;
'''2. Get ''Oriental Adventures''.''' This is an obvious move, but even if you have access to the martial arts (and ancestor) feats via other sources, you need access to the styles (you can get some hefty game bonuses be mastering certain sets of feats), the prestige classes (the Bear Warrior monk is gloriously broken), and the Iaijutsu Focus skill.&lt;br /&gt;
&lt;br /&gt;
'''3. Make your character psionic''', whether by choosing a psionic race, class, or the Wild Talent feat. The psionic feats are impossible to pass up, and coupled with the monk's extreme mobility, once you have Speed of Thought and Up the Walls you need never role against a shield bonus again. The Fist of Zukoen prestige class is great for avoiding those upper monk levels with their underwhelming class benefits (&amp;quot;Wow, I'm immune to poisons. When do I get immunity to axes?&amp;quot;) A couple levels of Psychic Warrior nets not only your choice of great psionic buffs -- Expansion, Burst, Precognition (Offensive) -- but two bonus combat feats -- and feats are oxygen to the monk.&lt;br /&gt;
&lt;br /&gt;
'''4. Buff your Initiative.''' Iaijutsu Focus, Psionic Fist, Flying Kick -- they all add up to an awesome first-strike capability against flat-footed opponents. Many players waste their time buffing the monk's AC, but in truth, careful defense is a losing strategy in a game that will always be tilted in favor of bold action. Your BAB is mediocre -- don't give your opponents the luxury of readying their shields and getting in combat stance. Win initiative, tumble through their ranks (or just run around them) and kick them in the back of the head. A dead enemy is the best protection of all.&lt;br /&gt;
&lt;br /&gt;
'''5. Don't get hung up on Str and Con.''' Sure, they're great to have. But for the monk, every ability score is important. Dexterity, duh. Wisdom, for AC, skills, and the psionic abilities and skill checks that will be part of your game (see point #3). Intelligence, because you will always have more skills than points to spend on them: Balance, Tumble, Jump, Iaijutsu Focus, Spot, Concentration, Hide, Move Silently, and one could go on. Charisma, as so often, is the kid with glasses by the punchbowl, but even so, you need a 13+ to get the Mighty Works Mastery feats to eventually strike as one size category larger, it is the base skill for Iaijutsu Focus, and hey, getting along with people is nice, especially as a character with stealth skills who fights without weapons or armor is the ideal urban infiltrator/spy.&lt;br /&gt;
&lt;br /&gt;
'''6. Multiclass until your teeth hurt.''' Most players get this. Try and focus on classes that give you feats and abilities you need at the first level. Many classes have a basket of goodies at the entry point, then a slow progression; love them, leave them, and get back to your monk and monk prestige classes. There are exceptions (Bear Warrior) but mostly the rule works.&lt;br /&gt;
&lt;br /&gt;
'''7. Buff your base speed.''' Speed is one of the most underappreciated statistics in a statistics-obsessed game. But you have been buffing your initiative (as per #4), you have mad tumbling skills (#5), and Up the Walls (#3) so attacks of opportunity are not a problem for you. You act first and when you do, you will be able to strike from places your opponents' never imagined -- or, you will vanish completely from sight and strike later from ambush. Speed is crucial for the sky-high Jump and Balance bonuses that give your character a kung fu movie vibe.  &lt;br /&gt;
&lt;br /&gt;
'''8. Oh, the humanity.''' Some players blow off the idea of playing a human character, but of the ECL 0 races in 3.5E, the human is arguably the best monk race. You need that extra feat. Extra skill points are nice. You can chose the monk as your favored class, speeding your advancement, as the monk must multiclass unevenly (see #6). You gain access to wicked ancestor feats. What you give up is the opportunity to optimize your stats with race adjustments, or to play a psionic race and avoid the Wild Talent feat. But the Wild Talent feat is a Fist of Zukoen requirement anyway, and as to the former, the monk is perhaps the only class in which all ability scores are important. Raising one -- even Str -- at the expense of another is not going to make or break your monk.&lt;br /&gt;
&lt;br /&gt;
'''9. Focus on damage and attack bonuses, and let multiple attacks come.''' Flurrying at early levels, as most monk-friendly players have discovered, is a great way to strike three times a round and miss every time. (If you go all out with Two-Weapon Fighting, ki frenzy, and monk flurry, with a Nezumi or Vanara's tailspikes thrown in, you can be a ECL 2 character with five attacks per round. With a BAB +1 and a cumulative -8 penalty to each attack, this build is not recommended, unless you plan to make a career out of beating up unconscious people really fast.) Eventually, it will be a devastating advantage. In the meantime, you want your attacks to count. There are many, many ways to do this. Reckless Charge gives a +4 bonus to attack, at 1st level (we don't care about to -4 to AC because we fully intend to kill with our first strike.) Empty Hand Mastery, from OA, allows the monk to strike as if he were one size category larger while the Psychic Warrior power Expansion (available at 1st level, see #6) actually makes him bigger. Flying Kick provides +1d12 charging, Powerful Charge adds +1d8 for M-sized characters, and Psionic Charge and Up the Walls will ensure it is the rare opponent who will be safe from your charge attack (and when it becomes painful to give up your multiple attacks to charge, you will have the 2nd-level Psychic Warrior power of Psionic Lion's Charge, and you won't have to). Psionic Fist give +2d6, which will eventually be negligible, but is nothing to sneeze at at first level, and can be used an unlimited number of times per day (take Psionic Meditation to get your focus back with a move action, and you can use it every round).&lt;br /&gt;
&lt;br /&gt;
'''10. Think differently.''' The monk can do things no other class can do. Just one example: an enemy that is no longer flat-footed can change their facing once for free. But the monk with a base 60ft move (or more) can, by Tumbling at half-speed, flank their foe, allow them to change facing, then move ''again'' and position themselves in the rear, and then strike.&lt;br /&gt;
&lt;br /&gt;
Of course, at early levels, if you stand there and trade blow for blow with a barbarian or a samurai, you're going to lose. If you didn't, those classes would be wholly pointless. Use your mobility, fight dirty, and be gone before the other side unsheathes its swords -- if they live to draw them.&lt;br /&gt;
&lt;br /&gt;
===FAQ===&lt;br /&gt;
&lt;br /&gt;
'''1. Your example wouldn't work on a higher-level barbarian, with Uncanny Defense and Instantaneous Rage.'''&lt;br /&gt;
&lt;br /&gt;
Of course not. But by the time the barbarian has uncanny defense, the monk will have enough hit points to strike again if his first attack misses. And by the time the barbarian can instantly rage, the monk will have a whole array of new and devastating offensive abilities (see my  [[Ultimate Monk]].)&lt;br /&gt;
&lt;br /&gt;
'''2. How can you deliver a monk with reduced hit points and armor class, and call it survivable? Are you just being contrary?'''&lt;br /&gt;
&lt;br /&gt;
No, I recognize these as serious deficiencies. As the build progresses, they will be addressed. But the two things a monk must have are a high initiative bonus and a high-damage attack. These are what he needs to survive. In 4E parlance, the monk is not a &amp;quot;controller&amp;quot; to be set between an enemy and the party's soft center. Nor does he belong in the center. He belongs behind the backs of the enemy's soft center, making use of his speed and mobility. For that to work he needs the initiative bonus and a killing finish. If the enemy can take 20 points of damage, making the stunning save, and turn around and whomp the monk, he was too tough for a stand up fight at ECL 1 anyway.&lt;br /&gt;
&lt;br /&gt;
'''3. It says in the Player's Handbook that monks can't multiclass. Ouch.'''&lt;br /&gt;
&lt;br /&gt;
Core rules, yes, once you leave monk you may never return.  OA rules, however, allow for monks to multiclass freely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
{{3.5e Optimized Character Builds Breadcrumb}}&lt;br /&gt;
[[Category:DnD]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Optimized Character Build]]&lt;br /&gt;
[[Category:WotC Rules Only]]&lt;/div&gt;</summary>
		<author><name>S1Q3T3</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)</id>
		<title>Survivor Monk (3.5e Optimized Character Build)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Survivor_Monk_(3.5e_Optimized_Character_Build)"/>
				<updated>2009-11-14T01:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;S1Q3T3: /* Spells, Powers, Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{author&lt;br /&gt;
|author_name=S1Q3T3&lt;br /&gt;
|date_created=12/16/07&lt;br /&gt;
|status= In Progress&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Ah, the [[monk]]. When we chose the monk path, we have visions of dancing up castle walls and dispatching the four guardsmen atop the allure with well-placed kicks before smashing open the sally port with a single devastating blow. Yet what we find, as a lowly ECL 1, is often more akin to this:&lt;br /&gt;
&lt;br /&gt;
''Your [[lawful]] nature compels you to protest that Aragormesh, your half-orc barbarian companion, is cheating at cards. In a drunken rage, he howls a challenge. You strike with awesome speed, connecting with a punch that does 1d6 +3 ([[Str]]) for 6 points of damage. Aragormesh blinks, shrugs it off, and brings his [[masterwork]] Greataxe down upon your shaven head. The cards are ruined, and your companions spend the rest of the evening arguing about whether an ascetic like yourself would have wanted them to spend money on a funeral.''&lt;br /&gt;
&lt;br /&gt;
It didn't have to be that way. But you brought it on yourself. You bought a robe, picked a [[feat]] or two that looked nice, and went out into the world, which promptly put you out of your misery. The [[monk]] class does not lend itself to this sort of autopilot gaming. But with the right [[race]], the right [[feat]]s, and most of all, the right tactics, your [[monk]] can go from redshirt to reaper:&lt;br /&gt;
&lt;br /&gt;
''Aragormesh is cheating you at cards. Without a word or gesture, before he can rage, you strike, moving from his front to his rear (without provoking attacks of opportunity, since he is flat-footed). Attacking a flat-footed opponent from behind, you hit easily. Your Iaijutsu focus check is 17 (+2d6), you expend your focus to use Psionic Fist (+2d6). Just in case, you declared a [[Stunning Fist]] Attack as well. But with 5d6+2 damage against Aragormesh's 15 hp, there's no need to role a saving throw for the stunning attack. You and your companions quickly agree on a Viking funeral, and press on to greater adventures.''&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
Player's Handbook Version 3.5&lt;br /&gt;
&lt;br /&gt;
Player's Handbook II (decisive strike variant class feature)&lt;br /&gt;
&lt;br /&gt;
[[Unearthed Arcana]]&lt;br /&gt;
&lt;br /&gt;
[[Expanded Psionics Handbook]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Species]] (Broodguards)&lt;br /&gt;
&lt;br /&gt;
[[Unapproachable East]] (Battle Jumper feat)&lt;br /&gt;
&lt;br /&gt;
[[Champions of Valor]] (Fangshields Ranger)&lt;br /&gt;
&lt;br /&gt;
[[Complete Psionic]] (Practiced Manifester feat, Zerth Cenobite prestige class, Wild Talent (Novar) feat)&lt;br /&gt;
&lt;br /&gt;
== Game Rule Components ==&lt;br /&gt;
&lt;br /&gt;
This build requires [[Lawful]] [[alignment]].&lt;br /&gt;
&lt;br /&gt;
=== Race and Templates ===&lt;br /&gt;
&lt;br /&gt;
Humans are optimal, given this build's insatiable hunger for [[feats]].&lt;br /&gt;
&lt;br /&gt;
On the unusual side, Broodguards (from Savage Species, pg. 141) are an [[LA]] +0 modification to the human template. Broodguards have the following score modifers: +2 [[Dex]], +2 [[Con]], -4 [[Int]], -4 [[Cha]]. They are immune to hold and charm effects, and gain the monstrous humanoid type, which makes them eligible for the Fangshield Ranger racial substitution level. They may be of any [[alignment]] -- and, once per day, they can [[Rage]] (as per the [[Barbarian]] class). This fulfills a long-standing dream of many [[monk]]-loving characters -- getting around the diametrically opposed alignments of the [[Barbarian]] and the [[Monk]] to achieve the Holy Grail -- a monk who can Rage. Broodguards are created by Yuan-Ti from prisoners, so it is reasonable for a [[monk]] (now, presumably, escaped from the Yuan-Ti's clutches) to be of this [[race]].&lt;br /&gt;
&lt;br /&gt;
The progression below uses a Broodguard.&lt;br /&gt;
&lt;br /&gt;
The [[Children of Tulkas (DnD Bloodline)]], designed by yours truly, is a great asset to monks (surprise, surprise). In exchange for three bloodline levels, the major bloodline gives eight combat feats over twenty levels, as well as useful skill and ability bonuses (reflecting the character's connection with Tulkas, the strongest and most potent warrior among the Valar, who fought without arms or armor). I humbly hope that players who have always wanted to play a Haruchi-type warrior will give it a look. It certainly allows a character to move at a good clip along the unarmed combat feat trees without too much multiclassing.&lt;br /&gt;
&lt;br /&gt;
If you have a doting DM who will pass the idea of an [[LA]] +2 race, the Githzerai make fantastic monks (indeed, it is their favored class). They are psionic (pretty much all monks should be psionic; for the feats, if nothing else). +6 dex, giving +3 AC, +2 wis, giving 1 extra power point, another +1 to AC, +1 DC to stunning attacks, and so on. Githzerai have inertial armor as a 3/day racial ability, meaning that your character can easily role out of bed with the equivalent of plate armor (say, Wis 16 and Dex 16 before modifiers = +4 inertial armor, +6 Dodge bonus, +4 insight bonus = AC 24).&lt;br /&gt;
&lt;br /&gt;
If you are willing to spend a few levels in a monster class, good choices abound. This is, perhaps, the easiest way to escort a monk through the early levels: start in a monster class, picking up great BAB, stat bonuses, natural armor, and other goodies, and then add monk levels when you finish. Monks are the perfect fit with monster levels: monsters typically lack armor proficiency, have great mobility, Large size (if you want), great abilities (and there is no class that can make good use of every single ability score as the monk can). It used to be that if you chose a race with a claw attack, you had to waste an ability, since the monk's unarmed strike is basically a natural attack, and they don't stack. I should say they didn't stack, because with the Beast Strike feat (BAB+5 and, naturally, a claw or slam attack) your claw or slam attack damage stacks with your unarmed combat damage. The fit is perfect.&lt;br /&gt;
&lt;br /&gt;
I should mention in the context of monster classes the Saint template (LA +2). This brings some nice ability bonuses and magical stuff with it, but the primary benefit from an optimizing perspective is that it converts your (usually) monstrous humanoid levels into levels of outsider. That brings with it great saves, a ton of skill points (monks need skills) and weapon proficiency (if your race didn't have it to begin with). If you are considering a build with more than a couple monster levels, it's an option well worth considering.&lt;br /&gt;
&lt;br /&gt;
=== Classes ===&lt;br /&gt;
&lt;br /&gt;
This build uses the [[Monk]] (PHB v3.5), the Psionic Fist (SRD) the Ranger (SRD) and Fangshields Ranger substitution level ([[Champions of Valor]]), as well as the Warshaper ([[Complete Warrior]]).&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
[[Improved Initiative]]&lt;br /&gt;
&lt;br /&gt;
[[SRD:Wild Talent|Wild Talent]] (Novar) -- Introduced in [[Complete Psionic]], this variant of the Wild Talent feat grants only one power point, but also grants the use of [[SRD:Precognition|Precognition]] 1/day.&lt;br /&gt;
&lt;br /&gt;
[[SRD:Psionic Fist|Psionic Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Improved Unarmed Strike]]&lt;br /&gt;
&lt;br /&gt;
[[Stunning Fist]]&lt;br /&gt;
&lt;br /&gt;
[[Alertness]] -- Broodguards receive Alertness as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
Practiced Manifester -- Introduced in [[Complete Psionic]], this feat grants an increase of +4 to a character's manifester level, up to the limit of their character level.&lt;br /&gt;
&lt;br /&gt;
Battle Jumper -- A regional feat from [[Unapproachable East]], it allows any attack in which you drop from 5-15 feet above your opponent to count as a charge and do double damage.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
&lt;br /&gt;
Aggressive (+2 [[initiative]], -1 [[AC]])&lt;br /&gt;
&lt;br /&gt;
Quick (base speed +10ft., -1 hp per level)&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
&lt;br /&gt;
Murky-eyed (roll miss chance for concealment twice)&lt;br /&gt;
&lt;br /&gt;
Shaky (-2 to ranged attacks)&lt;br /&gt;
&lt;br /&gt;
=== Spells, Powers, Items ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{d20}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Recommend Additions&lt;br /&gt;
|-&lt;br /&gt;
! Item, Spell, or Power !! Version !! Cost !! Result/Notes&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Suggested Items:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Monk's Belt|Monk's Belt]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 13,000 gp || align=&amp;quot;left&amp;quot; | +5 effective monk level for AC and movement bonuses, and unarmed strike damage. If you are willing to trust in a monk's belt, you can forgo Superior Unarmed Strike (which does not stack.) Of, course, magic can be anti-magick'd, and the high damage of the monk's unarmed strike is one of his or her main assets.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Psychoactive Skin|Skin of the Hero]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 77,500 || align=&amp;quot;left&amp;quot; | This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Temporal Acceleration|Boots of Temporal Acceleration]] || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 43,200 gp || align=&amp;quot;left&amp;quot; | Stop time as a free action for 2 rounds. 1/day.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Bracers of Armor|Bracers of Armor]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 1,000 gp &amp;amp;mdash; 64,000 gp || align=&amp;quot;left&amp;quot; | Armor bonus. &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Amulet of Mighty Fists|Amulet of Mighty Fists]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 6,000 go &amp;amp;mdash; 150,000 gp || align=&amp;quot;left&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' with ''[[SRD:Permanency|Permanency]]'' is far cheaper.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Gloves of Titan's Grip|Gloves of Titan's Grip]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 14,000 gp || align=&amp;quot;left&amp;quot; | +8 to grapple checks (7 rounds, 3/day)&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of [[SRD:Divine Power|Divine Power]] (continuous effect, persistent spell, CL 21, 1/day) || align=&amp;quot;left&amp;quot; | &amp;amp;mdash; || align=&amp;quot;left&amp;quot; | 42,000 gp || align=&amp;quot;left&amp;quot; | BAB=character level, +21 temporary hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Belt of Giant Strength|Belt of Giant Strength]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 16,000 gp &amp;amp;mdash; 36,000 gp || align=&amp;quot;left&amp;quot; | Str bonus. Same slot as a monk's belt.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Orange || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +1 caster (or manifester) level.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Ioun Stone|Ioun Stone]] || align=&amp;quot;left&amp;quot; | Pale green || align=&amp;quot;left&amp;quot; | 30,000 gp || align=&amp;quot;left&amp;quot; | +1 competence bonus on [[SRD:Attack Roll|attack rolls]], saves, [[SRD:Skill Check|skill checks]], and [[SRD:Ability Check|ability checks]] (including rolls for initiative).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Boots of Speed|Boots of Speed]] || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 12,000 gp || align=&amp;quot;left&amp;quot; | As a [[SRD:Free Actions|free action]], the wearer can click her boot heels together, enabling her to act as though affected by a ''[[SRD:Haste|haste]] ''spell for up to 10 rounds each day. The duration of the ''haste ''effect need not be consecutive rounds.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Third Eye|Third Eye Conceal]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 120,000 gp || align=&amp;quot;left&amp;quot; | Same as [[SRD:Mind Blank|Mind Blank]]. Learning [[SRD:Mind Blank|Mind Blank]] via [[SRD:Psionic Fist|Psionic Fist]] levels or [[SRD:Psychic Chirurgery|Psychic Chirurgery]] is a better option at higher levels.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of Godly Vigor ([[SRD:Vigor|Vigor]] power, continuous, ML 88)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 348,000 gp || align=&amp;quot;left&amp;quot; | +440 hp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Power Link (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | 2 free power points to augment a power. Stacks with other power link shards. Total points spent can exceed your manifester level. Ten of these is not too many.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasic Armor (Quori shard)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 8,000 gp || align=&amp;quot;left&amp;quot; | +2 armor bonus; up to five shards stack with each other.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ectoplasmic Fist (Quori shard) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 3,000 gp || align=&amp;quot;left&amp;quot; | +1 die size (unarmed strike).&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop'' (CL 1)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 2,000 gp || align=&amp;quot;left&amp;quot; | +1 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Ring of the ''Mighty Wallop, Greater'' (CL 17, persisted spell, 1/day) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 30,600 gp || align=&amp;quot;left&amp;quot; | +4 effective size of wearer's bludgeoning weapons (Max C). &lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | Cloak of ''[[SRD:Shapechange|Shapechange]]'' (1/day, CL 20) || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 108,000 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |''[[SRD:Manual of Quickness in Action|Manual of Quickness in Action]]''  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | Inherent bonus to Dexterity.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |Any item with ''Natural Weapon Augmentation, Personal'' (Ghost Touch, continuous effect)  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | varies || align=&amp;quot;left&amp;quot; | 4,000gp&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Periapt of Wisdom|Periapt of Wisdom]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 4,000 gp &amp;amp;mdash; 36,000 || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |[[Ring of Borrowed Mastery (3.5e Equipment)|Ring of Borrowed Mastery]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 24,000gp || align=&amp;quot;left&amp;quot; | A homebrew item allowing the character to permanently steal psionic feats from a target.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | [[SRD:Fanged Ring|Fanged Ring]] || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | 5,00gp || align=&amp;quot;left&amp;quot; | Duplicates the Improved Natural Attack feat. Advantages and disadvantages of saving a feat slot this way: same as discussed in the note to the Monk's Belt, above.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; |[[Epic Headband of the Psion (3.5e Equipment)|&lt;br /&gt;
Epic Headband of the Psion, Lesser]]  || align=&amp;quot;left&amp;quot; |  || align=&amp;quot;left&amp;quot; | 60,000gp || align=&amp;quot;left&amp;quot; | A homebrew item granting a continuous [[SRD:Mental Pinnacle|Mental Pinnacle]] spell, granting 75 bonus power points, +4 to Intelligence and Wisdom, and a number of useful [[Psion]] powers.&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; align=&amp;quot;left&amp;quot; | '''Recommended Spells:'''&lt;br /&gt;
|- class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Greater Magic Fang|Greater Magic Fang]]'' + ''[[SRD:Permanency|Permanency]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash; 9,100 gp || align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' + ''[[SRD:Powers|any Power of a level the monk can use]]'' || align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|-class=&amp;quot;{{Odd-Even}}&amp;quot;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | ''[[SRD:Incarnate|Incarnate]]'' + ''[[SRD:Danger Sense|Danger Sense]]'' and/or ''[[SRD:Ubiquitous Vision|Ubiquitous Vision]]''|| align=&amp;quot;left&amp;quot; | Any || align=&amp;quot;left&amp;quot; | ??? &amp;amp;mdash;|| align=&amp;quot;left&amp;quot; | ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' The ''Greater Mighty Wallop'' spell (from ''Dragon Magic'') increases the wearer's effective size when striking with a bludgeoning weapon by (CL/4, max +5), to a maximum of Size C. So while the monk wears the ring, any form he has of size M or larger is treated as size C or its actual size, whatever is larger, for the purpose of determining bludgeoning damage (such as the monk's unarmed strike).&lt;br /&gt;
&lt;br /&gt;
Exceptionally useful powers to acquire via ''[[SRD:Psychic Chirurgery|Psychic Chirurgery]]'' include ''[[SRD:Steadfast Perception|Steadfast Perception]]'', which provides immunity to illusions, and ''[[SRD:Personal Mind Blank|Personal Mind Blank]]'', which protects the character from all mind-altering effects and most efforts to divine information about them. ''[[SRD:Hypercognition|Hypercognition]]'' and ''[[SRD:Metafaculty|Metafaculty]]'' are excellent information-gathering tools for the monk. ''[[SRD:True Mind Switch|True Mind Switch]]'' can allow the monk to permanently acquire a more robust and agile physical form.&lt;br /&gt;
&lt;br /&gt;
''[[SRD:Ectoplasmic Form|Ectoplasmic Form]]'' can be a handy tool for escaping from areas protected by ''Dimensional Lock.'' ''[[SRD:Psionic Contingency|Psionic Contingency]]'' is another power that can potentially rescue a disastrous situation by activating a power to transport the monk to safety or to shift the odds in the monk's favor.&lt;br /&gt;
&lt;br /&gt;
====Quori Shards====&lt;br /&gt;
&lt;br /&gt;
Quori shards may only be used by Kalashtar PCs or those with a special ability to emulate them (such as a Changeling with the Racial Emulation feat) can use Quori shards (however, you might design a custom item using a Quori shard as the base and enhancing it with the 3rd-level Artificer spell ''Suppress Requirement'' (duration 10 min/lvl). When active, this additional power would allow the character to suppress either the racial requirement (Kalashtar) or the requirement of a manifester level. This custom item would be significantly more expensive than the original item (a modified Fist would cost (3rd * 5th CL * 2,000gp *2 (10 min/level to continuous power) = 45,000 + (3,000 (base Fist cost) * 1.5 (combined power on an item) = 4,500gp = 49,500gp), but either the Power Link or Ectoplasmic Fists will still be a bargain.) The maximum number of shards a character may have implanted is equal to their manifester level (again, the ''Suppress Requirement'' spell offers a possible work-around.) The implanting process permanently reduces the character's hit points by one (per shard). Up to five Ectoplasmic Armor shards and an unlimited number of Power Link shards stack. The benefits of Ectoplasmic Fists do not stack.&lt;br /&gt;
&lt;br /&gt;
'''Power Link''' Quori shards allow the character to augment a power by 2 points (3/day). Multiple shards can be used as a single action, and the points provided by shards are not limited by the character's manifester level.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Fist''' Quori shards increase the damage of the monk's unarmed strike as if he or she were one size category larger.&lt;br /&gt;
&lt;br /&gt;
'''Ectoplasmic Armor''' Quori shards give a +2 armor bonus. Up to five armor shards stack, for a bonus of +10.&lt;br /&gt;
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;Suggested [[SRD:Psychic Warrior|Psychic Warrior]] Powers:&lt;br /&gt;
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1st: [[SRD:Expansion|Expansion]], [[SRD:Inertial Armor|Inertial Armor]], (Or  [[SRD:Grip of Iron|Grip of Iron]], [[SRD:Precognition|Precognition]]).&lt;br /&gt;
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2nd: [[SRD:Hustle|Hustle]], [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]], (Or [[SRD:Animal Affinity|Animal Affinity]]).&lt;br /&gt;
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3rd: [[SRD:Body Adjustment|Body Adjustment]], [[SRD:Dimension Slide|Dimension Slide]], (Or [[SRD:Danger Sense|Danger Sense]], [[SRD:Wall Walker|Wall Walker]], [[SRD:Mental Barrier|Mental Barrier]], [[SRD:Hostile Empathic Transfer|Hostile Empathic Transfer]]).&lt;br /&gt;
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4th: [[SRD:Psionic Dimension Door|Psionic Dimension Door]], [[SRD:Steadfast Perception|Steadfast Perception]], [[SRD:Metamorphosis|Metamorphosis]] (requires [[SRD:Expanded Knowledge|Expanded Knowledge]] feat: see below).&lt;br /&gt;
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5th: [[SRD:Oak Body|Oak Body]], [[SRD:Psychofeedback|Psychofeedback]].&lt;br /&gt;
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See also: [[Ultimate Monk (DnD Optimized Character Build)/Optimization Note: Getting More (and Better) Powers|Psionic Optimization: Getting More (and Better) Powers]]&lt;br /&gt;
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====Further Discussion of Useful Spells, Powers, and Items====&lt;br /&gt;
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See also [[Ultimate Monk (DnD Optimized Character Build)/Buffing the Ultimate Monk|Buffing the Ultimate Monk]].&lt;br /&gt;
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====Nonmagical Items====&lt;br /&gt;
It is helpful to keep sai on hand, for disarming attacks. A longspear (as a monstrous humanoid, broodguards are proficient with all simple weapons) allows the monk to make attacks of opportunity on opponents closing whilst using his unarmed strike once opponents are adjacent.&lt;br /&gt;
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A heavy crossbow is useful for ranged engagements.&lt;br /&gt;
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=== Miscellaneous ===&lt;br /&gt;
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This build makes use of several optional rules from [[Unearthed Arcana]] including the use of traits, the use of flaws, and fractional BAB+ advancement.&lt;br /&gt;
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== Progression ==&lt;br /&gt;
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Broodguard&lt;br /&gt;
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Initial scores (32 point buy):&lt;br /&gt;
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Str: 14 [6] [[Int]]: 10 (14) [6] [[Wis]]: 16 [10] [[Dex]]: 16 (14) [6] [[Con]]: 14 (12) [4] [[Cha]]: 4 [0]&lt;br /&gt;
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Region: Taer&lt;br /&gt;
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{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ECL !! Class/HD/LA !! Feats !! Special&lt;br /&gt;
|-&lt;br /&gt;
| 1st || Monk 1 || [[Improved Unarmed Strike]], [[Stunning Fist]], [[Improved Initiative]], Battle Jumper, [[SRD:Wild Talent|Wild Talent]] (Novar), [[Psionic Fist]] || Monk abilities, Rage 1/day, immune to hold, charm, claws 1d2/1d2, bite 1d3, Decisive strike (variant class feature)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 2nd || Ranger 1 || [[Track]] || Animal empathy&lt;br /&gt;
|-&lt;br /&gt;
| 3rd || Monk 1/Ranger 2 (Fangshields substitution level 2)  || Ascetic Hunter, Improved Natural Attack || &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 4th || Monk 2/Ranger 2 (Fangshields substitution level 2) ||  || Evasion, +1 Wis&lt;br /&gt;
|-&lt;br /&gt;
| 5th || Monk 3/Ranger 2 (Fangshields substitution level 2) ||  || Still Mind&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 6th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 1 || [[Up the Walls]] || [[SRD:Inertial Armor|Inertial Armor]]&lt;br /&gt;
|-&lt;br /&gt;
| 7th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 2 ||  || [[Expansion]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 8th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 3 ||  || +1 Wis, [[Hustle]]&lt;br /&gt;
|-&lt;br /&gt;
| 9th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 4 || Practiced Manifester || [[SRD:Body Adjustment|Body Adjustment]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 10th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 5 || [[Quicken Power]] || [[SRD:Psionic Lion's Charge|Psionic Lion's Charge]]&lt;br /&gt;
|-&lt;br /&gt;
| 11th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 6 ||  || [[SRD:Mental Barrier|Mental Barrier]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 12th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 7 || Superior Unarmed Strike || +1 Wis, [[SRD:Steadfast Perception|Steadfast Perception]]&lt;br /&gt;
|-&lt;br /&gt;
| 13th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 8 ||  || [[SRD:Energy Adaptation|Energy Adaptation]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 14th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 9 ||  || [[SRD:Oak Body|Oak Body]]&lt;br /&gt;
|-&lt;br /&gt;
| 15th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10 || [[Overchannel]], [[SRD:Expanded Knowledge|Expanded Knowledge]] ([[SRD:Metamorphosis|Metamorphosis]]) || [[SRD:Catapsi|Catapsi]]&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 16th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1 ||  || +1 Wis, immune to critical hits, +1 natural weapon effective size (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 17th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 1/Zerth Cenobite 1 ||  || [[SRD:Chameleon|Chameleon]], Temporal Distillation 1/day&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 18th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 2/Zerth Cenobite 1 || [[SRD:Unavoidable Strike|Unavoidable Strike]] ||  +4 Str, +4 Con (when transformed)&lt;br /&gt;
|-&lt;br /&gt;
| 19th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 3/Zerth Cenobite 1 ||  || +5 reach natural weapons (when transformed)&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| 20th || Monk 3/Ranger 2 (Fangshields substitution level 2)/Psionic Fist 10/Warshaper 4/Zerth Cenobite 1 ||  || +1 Wis, fast healing 2 (when transformed)&lt;br /&gt;
|}&lt;br /&gt;
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== Highlights ==&lt;br /&gt;
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+9 to base [[initiative]] (+4 [[Improved Initiative]], +2 Aggressive, +3 [[Dex|Dexterity]].)&lt;br /&gt;
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The Fangshields level gives the monk the benefit of Improved Natural Feat at ECL 3. The decisive strike variant class feature (which replaces flurry of blows) gives a single attack at -2 dealing double damage, whilst the Battle Jumper feat gives the benefits of charge and double damage when you drop on an opponent from above. These features can lead to colossal damage rolls at relatively low ECL.&lt;br /&gt;
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Example: The sample build spots an ogre at ECL 4, and has an opportunity to set an ambush from above. Base damage is 2d6 + 4 (1d8 + Improved Natural Attack, Str 14 + rage) + 2d6 (Psionic Fist) *2 (Battle Jumper feat) = 8d6+8. If he could not jump down on the foe, he could hold his psionic focus until he could attack with a full-round action (using decisive strike) and deal the same damage cited above.&lt;br /&gt;
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== Munchkin-Size Me ==&lt;br /&gt;
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This is it. For the giant-sized version, see [[Ultimate Monk]].&lt;br /&gt;
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== Side Notes ==&lt;br /&gt;
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=== Limitations ===&lt;br /&gt;
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Hit points and AC are not great. The key is to control when and how you are involved in combat.&lt;br /&gt;
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BAB is so-so, and is best addressed by the intelligent use of attack modifiers like charge (+2), flank attack (+2), and the like. At later levels, Unavoidable Strike lets you resolve an unarmed attack as a touch attack, ignoring armor.&lt;br /&gt;
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=== DM Counters ===&lt;br /&gt;
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I love flaws, but allowing them gives 2 extra feats at first level, which goes a long way to making this build possible.&lt;br /&gt;
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On that same subject, the 3.5E rule provide great mounted combat and archery feats. If you find the type of monk described here is mowing through the ranks of your NPCs, I suggest taking the monk out of his element. He or she will be fast enough that they won't need to ride, but fighting on foot against a skilled rider is a difficult proposition in the 3.5E rules, and the greater speed of the mount, as well as the open terrain on which such combats take place, will tend to restrict the monk's fighting tactics. If that still doesn't work, bring on the Mongol tactics; mounted archers who fire, and flee before the monk can hit them. Turnabout is fair play.&lt;br /&gt;
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Some DM might get frustrated with players who use the rules to repeatedly attack from behind, avoid shields and Dex bonuses, and do as much damage as a Greatsword-wielding barbarian with punches and kicks. But these things are not abuses, but rather are in the spirit of the martial-arts-master archetype. There is a heavy price to be paid for them, as this build shows. If you know and enforce the rules for Iaijutsu Focus, charging, tumbling, and the use of psionic feats (don't forget the requirement that the character expend their psionic focus to use feats like Quicken Power and Psionic Fist!) the build should be balanced relative to other classes. &lt;br /&gt;
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As the tactics recommended for this build require intelligent but hair-raising risk taking, the DM should make it clear that if the player gets in over his head and provokes an attack of opportunity from the ogre he is flanking, the DM will not bail him out.&lt;br /&gt;
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=== Miscellaneous ===&lt;br /&gt;
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==== Ten Steps to Your Broken Monk ====&lt;br /&gt;
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'''1. Get ''Unearthed Arcana''''', and using your best wheedling voice along with a high-quality baked-goods bribe, encourage your DM to adopt the following rules variants: fractional BAB (fair, and should be in the core rules), action points (helps everybody, but especially the monk, who has some rolls he ''must'' make,) traits and flaws (pretty balanced, but gamable), and class defense (the brass ring, but entirely a matter of taste; best suggested after one of those arguments over whether a character would have been wearing their armor or not.)&lt;br /&gt;
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'''2. Get ''Oriental Adventures''.''' This is an obvious move, but even if you have access to the martial arts (and ancestor) feats via other sources, you need access to the styles (you can get some hefty game bonuses be mastering certain sets of feats), the prestige classes (the Bear Warrior monk is gloriously broken), and the Iaijutsu Focus skill.&lt;br /&gt;
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'''3. Make your character psionic''', whether by choosing a psionic race, class, or the Wild Talent feat. The psionic feats are impossible to pass up, and coupled with the monk's extreme mobility, once you have Speed of Thought and Up the Walls you need never role against a shield bonus again. The Fist of Zukoen prestige class is great for avoiding those upper monk levels with their underwhelming class benefits (&amp;quot;Wow, I'm immune to poisons. When do I get immunity to axes?&amp;quot;) A couple levels of Psychic Warrior nets not only your choice of great psionic buffs -- Expansion, Burst, Precognition (Offensive) -- but two bonus combat feats -- and feats are oxygen to the monk.&lt;br /&gt;
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'''4. Buff your Initiative.''' Iaijutsu Focus, Psionic Fist, Flying Kick -- they all add up to an awesome first-strike capability against flat-footed opponents. Many players waste their time buffing the monk's AC, but in truth, careful defense is a losing strategy in a game that will always be tilted in favor of bold action. Your BAB is mediocre -- don't give your opponents the luxury of readying their shields and getting in combat stance. Win initiative, tumble through their ranks (or just run around them) and kick them in the back of the head. A dead enemy is the best protection of all.&lt;br /&gt;
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'''5. Don't get hung up on Str and Con.''' Sure, they're great to have. But for the monk, every ability score is important. Dexterity, duh. Wisdom, for AC, skills, and the psionic abilities and skill checks that will be part of your game (see point #3). Intelligence, because you will always have more skills than points to spend on them: Balance, Tumble, Jump, Iaijutsu Focus, Spot, Concentration, Hide, Move Silently, and one could go on. Charisma, as so often, is the kid with glasses by the punchbowl, but even so, you need a 13+ to get the Mighty Works Mastery feats to eventually strike as one size category larger, it is the base skill for Iaijutsu Focus, and hey, getting along with people is nice, especially as a character with stealth skills who fights without weapons or armor is the ideal urban infiltrator/spy.&lt;br /&gt;
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'''6. Multiclass until your teeth hurt.''' Most players get this. Try and focus on classes that give you feats and abilities you need at the first level. Many classes have a basket of goodies at the entry point, then a slow progression; love them, leave them, and get back to your monk and monk prestige classes. There are exceptions (Bear Warrior) but mostly the rule works.&lt;br /&gt;
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'''7. Buff your base speed.''' Speed is one of the most underappreciated statistics in a statistics-obsessed game. But you have been buffing your initiative (as per #4), you have mad tumbling skills (#5), and Up the Walls (#3) so attacks of opportunity are not a problem f