Though not unlike the monks who spend their lives devoting themselves to an ideal and searching for enlightenment, Divine Monks try to do so through a higher power as much as if not more than through philosophy. The ideals to which the Divine Monk is devoted are protection, sanctification, and the good of all. The Divine Monk's meditation is also a prayer. If anything, the Divine Monk is to the Monk as the Paladin is to the Fighter.
Hit Die: d8
Alignment: Lawful Good
Abilities: Wisdom is of the utmost importance to the Divine Monk. Wisdom increases the Divine Monk's AC, some of
his abilities, and his spellcasting. A monk must have a Wisdom score of at least 10 + Spell Level to cast a spell
of that level (ie: 13 to cast up to 3rd level spells, 15 to cast up to 5th level spells, and 17 to cast up to 7th level
spells). Being lightly armored, a monk will need to also rely on Dexterity for defense. A monks offensive abilities
are enhanced by a good Strength, and a good Constitution never hurts.
Level
Base Attack Bonus
1st
2nd
3rd
4th
5th
6th
Fort Save
Ref Save
Will Save
Special
Skill Points: (4 + INT mod) (x4 at first level)
Class Skills: Balance (DEX), Climb (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Escape Artist
AC Bonus (Ex): A divine monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid
even unanticipated attacks. When unarmored and unencombered the monk adds her Wisdom bonus (if
any to her AC. In addition a monk gains a bonus to AC as listed on the above chart.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She losees
these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield,
or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored a divine monk may strike with a flurry of blows at the expense of
accuracy. When doing so she may take on extra attack in a round at her highest base attack bonus, but this
attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack
bonus is shown in the Flurry of Blows column. When the divine monk reaches 5th level the penalty lessens
to -1, and at 12th level it disappears.
When using flurry of blows a divine 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. For example, a 6th level divine monk could
make one attack with her unarmed strike at an attack bonus of +3 and one with a special monk weapon
at an attack bonus of +3. When using weapons as part of a flurry of blows a monk applies her Strength
bonus (not STR bonus x 1.5 or x.5) to her damage rolls for all successful attacks regardless of whether
a weapon is in one or both hands. No other weapon may be used as part of a flurry of blows.
A quarterstaff's ends each count as a separate weapon for the purpose of the flurry of blows ability,
and even though it requires two hands to use the divine monk may still intersperse unarmed strikes in her
flurry routine. However, she may not wield any other weapon while utilizing a quarterstaff.
Unarmed Strike (Ex): Divine Monks are trained in fighting unarmed, giving them considerable advantages
when doing so. At 1st level the divine monk gains Improved Unarmed Strike as a bonus feat. A divine
monk's attacks may be either fist interchangeably or even from elbows, knees, and feet. This means that
there is no such thing as an off-hand for a divine monk's unarmed strikes and that unarmed strikes may be
used even when her hands are full. The divine monk's unarmed strike does lethal damage, though she
may choose to convert to nonlethal damage without a -4 penalty. This option is viable even while grappling.
The divine monk's unarmed strike is treated as a manufactured weapon and a natural weapon for
the purpose of spells and effects that enhance or improve either manufactured weapons or natural
weapons (such as the magic fang and magic weapon spells).
A divine monk also deals more damage with her unarmed strikes than a normal pesron would. The
damage listed is for Medium monks. A small monk deals less damage (scale the die progression back by
one (1d6 becomes 1d4 for the lower end of the progression)) while a large monk deals more damage
(scale the die up by one (2d6 becomes 2d8 for the upper end of the progression)).
Bonus Feat: At 1st level a Divine Monk may select either Divine Vigor or Divine Resistance as a bonus feat.
At 2nd level a Divine Monk may select either Deflect Arrows or Sacred Boost as a bonus feat.
At 6th level a Divine Monk may choose either Improved Disarm or Glorious Weapons as a bonus feat.
A monk need not have the prerequisites to gain any of these feats. In the case of Divine Vigor, Divine
Resistance, Sacred Boost, and Glorious Weapons the Divine Monk's ability to turn undead is replaced
by a point pool with points equal to 1 + WIS mod (minimum 1). Each use of the feat removes a point from
the pool, and points are replenished daily. Bonuses based on Charisma are instead based on Wisdom.
Evasion (Ex): A Divine Monk can avoid even magical and unusual attacks with great agility. If she makes a
successful reflex save against an attack that normally deals half damage on a successful save she takes
no damage instead. This ability can only be used while wearing light or not armor. A helpless divine monk
(one who is unconscious or paralyzed) does not gain the benefit of evasion.
Monk Speed (Ex): A divine monk gains an enhancement bonus to speed as listed in the class features. The
divine monk loses this bonus while wearing any armor or carrying a medium or heavy load.
Still Mind (Ex): A Divine Monk gains a +2 bonus on saving throws against spells and effects from the school
of enchantment. Her meditations, trainings, and closeness to the divine improves her resistance to mind-
affecting effects and helps keep her mind clear.
Ki Strike (Su): A Divine Monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as
magic weapons for the purpose of overcoming a creature's damage reduction. As she advances in level
her unarmed strikes become further empowered with ki. This allows her unarmed strikes to be further
treated as lawfully aligned, good aligned, and eventually adamantine for purposes of bypassing damage
reduction. A Divine Monk whose unarmed strikes count as adamantine may also ignore the hardness of
an object when attempting to damage it.
Purity of Body (Ex): A Divine Monk gains control over her body's immune system, preventing her from being
felled by wily diseases that may be utilized by particularly wily foes. She gains immunity to all diseases
except supernatural and magical diseases (such as mummy rot and lycantrhopy).
Wholeness of Body (Su): A divine monk is able to channel her divine powers to heal her body and continue
her fight against evil. She can heal a number of hit points of damage equal to twice her current monk level
each day, and she can spread this healing out among several uses. A monk also has a separate reserve
equal to half her Wisdom modifier times her level which may be used to heal an ally as the Paladin's lay on
hands ability. However, this ability may not be used to damage undead.
Improved Evasion (Ex): The Divine Monk's evasion ability improves. She still takes no damage on a
successful saving throw against attacks such as a fireball or exploding invention, but henceforth she takes
only half damage on a failed save. A helpless divine monk does not gain the benefit of improved evasion.
Assisting Grace (Su): The Divine Monk's abilities allow her to bend space and time to prevent a mishap in
the favor of evil. A Divine Monk may slip magically between spaces as if using the spell dimension door
once per day. Her caster level for this effect is one-half her monk level rounded down.
Transcendental Tongue (Su): A Divine Monk's piety and enlightenment has taught her much of the realms
beyond her own plane. A Divine Monk is treated as knowing the Celestial, Abyssal, Infernal, Ignan, Auran,
Aquan, and Terran langauges for conversing with any creature that also speaks these languages.
Perfect Self: A divine monk's body becomes tuned with her faith, skillls, and quasi-magical abilities such that
she becomes more than a mere mortal. She is forevermore treated as an outsider rather than a humanoid
for the purpose of spells and magical effects. For instance, charm person does not effect her. Additionally,
she gains damage reduction 10/magic, which allows her to ignore (instantly regenerate) the first 10 points
of damage from any attack made by a nonmagical weapon or by any natural attack from a creature
that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back
from the dead as if she were a member of her previous creature type.
Ex-Divine Monks
A divine monk who becomes nonlawful or nongood cannot gain new levels as a monk but retains all monk
abilities.
Like a member of any other class a divine monk may multiclass, though once she gains a new level in a class other than divine monk or (if already a multiclass character) raises another class level she may never again raise her divine monk level. The path of a divine monk requires constant attention to training, discipline, and faith. Such a character still retains her class abilities, however.
Non-Standard Monk Bonus Feats
These feats may be taken by any other class, though the prerequisites apply to them.
Divine Vigor
Prerequisites: Ability to turn or rebuke undead
Benefits: As a standard action spend one of your turn or rebuke undead attempts to increase your base
speed by 10 feet and gain +2 temporary hit points per character level. These effects last a number of
minutes equal to your Charisma modifier.
Divine Resistance
Prerequisites: Divine Cleansing, Ability to turn or rebuke undead
Benefits: As a standard action spend one of your turn or rebuke undead attempts to umbue all allies within
a 60-foot burst (including yourself) with resistance to cold 5, electricity 5, and fire 5. This resistance
does not stack with similar resistances, such as those granted by spells or special abilities. The
protection lasts for a number of rounds equal to your Charisma modifier.
Sacred Boost
Prerequisites: Ability to turn undead.
Benefits: You can spend a turn attempt as a standard action to place an aura of positive energy upon each
creature within a 60-ft radius burst. Any cure spells cast on one of these creatures before the end of
your next turn is automatically maximized with no adjustment to the spell's level or casting time.
Glorious Weapons
Prerequisites:Ability to turn or rebuke undead
Benefits: You can spend a turn or rebuke attempt as a standard action to align the melee weapons
(including natural weapons) of all allies within a 60-ft burst as good (if you channel positive energy) or
evil (if you channel negative energy). Such weapons can overcome damage reduction as if they had
the appropriate alignment. The effect lasts until the end of your next turn.