Article-At-A-Glance
- The Wise Master[1] focuses on high AC, powerful Smite Evil attacks.
- Highlights milestones of character development from levels 1 to 20.
- Provides counters for weaknesses such as low damage output and magic defense.
- Discusses equipment progression for enhancing abilities at various levels.

Click on the level for more information
Level 1 Brief:
High AC, Improved Unarmed Strike and Stunning Strike, decent Wisdom-based defense even at level 1.
Stat Block Level 1:
Wise Master[1]: male, human monk 1; CR 1; Medium humanoid (human); HD 1d8+3; hp 11; Init +2; Spd 30 ft.; AC 19, touch 15, flat-footed 17; Base Atk +0; Grp +1; Atk Unarmed Strike +1 (1d6+1); Full Atk Unarmed Strike +1 (1d6+1); SA Stunning Strike, Flurry of Blows 0/0; SQ AC Bonus (Wisdom), Sacred Vow, Vow of Poverty; AL LG; SV Fort +5, Ref +4, Will +5; Str 10, Dex 14, Con 16, Int 10, Wis 16, Cha 10.
Skills and Feats:
Knowledge (Religion) +4; Improved Unarmed Strike, Stunning Strike, Sacred Vow, Vow of Poverty.
Special Attacks and Qualities:
Stunning Strike (DC 16), AC Bonus +4 (Wisdom), Flurry of Blows, Sacred Vow (+4 AC), Vow of Poverty.
Possessions: Clothing, wooden holy symbol.
Level 5 Brief:
High AC, utilizes Stunning Strike with Wisdom focus for defense and offense.
Stat Block Level 5:
Wise Master[1]: male, human Monk 5; CR 5; Medium humanoid; HD 5d8+15; hp 45; Init +2; Spd 30 ft.; AC 24, touch 20, flat-footed 22; Base Atk +3; Grp +3; Atk unarmed strike +5 (1d8); Full Atk flurry of blows +4/+4 (1d8); SA Stunning Strike; SQ AC Bonus (Wisdom), Flurry of Blows, Evasion, Still Mind, Ki Strike (Magic), Slow Fall 20 ft., Purity of Body, Endure Elements; AL LG; SV Fort +7, Ref +6, Will +5; Str 10, Dex 14, Con 16, Int 10, Wis 16, Cha 10.
Skills and Feats:
Knowledge (Religion) 5; Improved Unarmed Strike, Stunning Strike, Sacred Vow, Vow of Poverty, Combat Reflexes, Intuitive Attack, Monastic Training, Touch of Golden Ice.
Possessions: wooden holy symbol, clothing.
Level 10 Brief:
Smite Evil combined with Stunning Strike for high damage. Excellent AC.
Stat Block Level 10:
Unnamed: male, human Monk 5/Paladin 5; CR 10; Medium humanoid; HD 5d8+5d10+30; hp 65; Init +2; Spd 40 ft.; AC 25, touch 25, flat-footed 23; Base Atk +8; Grp +8; Atk +10 melee (1d10, unarmed strike); Full Atk +10/+7 melee (1d10, unarmed strike); SA Smite Evil 2/day, Stunning Strike; SQ Evasion, Purity of Body, Slow Fall 20 ft., Ki Strike (Magic), Detect Evil, Divine Grace, Aura of Courage, Divine Health; AL Lawful Good; SV Fort +11, Ref +8, Will +10; Str 10, Dex 14, Con 16, Int 10, Wis 18, Cha 10.
Skills and Feats:
Knowledge(Religion) +3, Improved Unarmed Strike, Stunning Strike, Sacred Vow, Vow of Poverty, Combat Reflexes, Intuitive Attack, Monastic Training, Touch of Golden Ice, Superior Unarmed Strike, Exalted Smite, Nimbus of Light, Serenity, Vow of Obedience.
Special Attacks and Qualities:
Unarmed Strike 1d10, AC Bonus(Wis), Flurry of Blows, AC Bonus +6, Deflection +1, Endure Elements, Unarmed 1d8 Exalted Strike +1(Magic), Sustenance, Detect Evil, Smite Evil 1/day, Natural Armor +1.
Possessions: Wooden holy symbol, clothing.
Level 15 Brief:
At level 15, this Monk/Paladin/Argent Fist has incredibly high AC, formidable unarmed attacks, and superior Smite Evil damage with stunning capabilities, all bolstered by Wisdom.
Stat Block Level 15:
Unnamed: male, human Monk 5/Paladin 5/Argent Fist 5; CR 15; Medium humanoid (human); HD 15d10+45; hp 136; Init +2; Spd 60 ft.; AC 29, touch 20, flat-footed 27; Base Atk +11; Grp +17; Atk unarmed strike +17 melee (2d6+2) or Stunning Smite +17 melee (2d6+2); Full Atk +17/+12/+7 unarmed (2d6+2) or Stunning Smite +17 melee (2d6+2); SA Smite Evil 3/day, Stunning Smite, Stunning Fist; SQ Holy Armor, Ki Strike (Silver), Ascetic Knight, Detect Evil, Lay on Hands, Divine Grace, Aura of Courage, Divine Health; AL LG; SV Fort +17, Ref +13, Will +18; Str 10, Dex 14, Con 16, Int 10, Wis 22, Cha 10.
Skills and Feats:
Knowledge (Religion) +5; Improved Unarmed Strike, Stunning Fist, Sacred Vow, Vow of Poverty, Combat Reflexes, Intuitive Attack, Monastic Training, Touch of Golden Ice, Superior Unarmed Strike, Exalted Smite, Nimbus of Light, Serenity, Vow of Obedience, Circle Kick, Vow of Abstinence.
Possessions: Wooden holy symbol, simple clothing.
Level 20 Brief:
The Wise Master[1] is a powerhouse of defense and offense, leveraging high Wisdom for AC and devastating smites.
Stat Block Level 20:
Wise Master[1]: male, human Monk 5/Paladin 5/Argent Fist 10; CR 20; Medium humanoid (human); HD 20d10+60; hp 190; Init +2; Spd 60 ft.; AC 39, touch 31, flat-footed 39; Base Atk +15; Grp +17; Atk unarmed strike +25/+22/+19/+16 (3d8+2) or Stunning Smite +27; Full Atk unarmed strike +25/+22/+19/+16 (3d8+2); SA Smite Evil, Stunning Fist; SQ Evasion, Deflection, Resistance, DR, Energy Resistance, Mettle, True Seeing, Regeneration; AL LG; SV Fort +19, Ref +14, Will +18; Str 14, Dex 14, Con 16, Int 10, Wis 20, Cha 10.
Skills and Feats:
Knowledge(Religion) 5; Improved Unarmed Strike, Stunning Fist, Sacred Vow, Vow of Poverty, Combat Reflexes, Intuitive Attack, Monastic Training, Touch of Golden Ice, Exalted Smite, Superior Unarmed Strike, Nimbus of Light, Serenity, Ascetic Knight, Circle Kicks, Lightning Fists, Subduing Strike, Vow of Abstinence, Vow of Obedience, Vow of Chastity, Holy Subduing, Holy Radiance, Stigmata.
Special Attacks and Qualities:
Smite Evil 4/day, Exalted Strike +5, Ki Strike (Magic, Silver, Cold Iron), Holy Armor, Freedom of Movement, Embrace the Silver Flame.
Possessions: Wooden holy symbol, clothing.
Core Abilities & Features of the Wise Master
To understand the strength of the Wise Master[1] build, you need to know its core abilities. This build focuses on high AC (Armor Class), powerful Smite Evil attacks, and utility from wisdom-based abilities. Let’s break down its vital components:
Unparalleled AC
Starting with an impressive AC of 19 at level 1, the Wise Master[1]’s AC keeps increasing steadily. By level 20, your AC sits at a daunting 39. This means most foes won’t hit you without considerable effort. This incremental AC growth comes from the Monk’s AC Bonus, natural armor from the Paladin’s Divine Grace, and multiple Vows like Vow of Poverty which grants a substantial boost.
Stunning Smite Evil
Argent Fist class abilities elevate the build into an unstoppable force. The Stunning Smite combines the Monk’s Stunning Fist and Paladin’s Smite Evil attack. This potent combo augments your attack’s damage and introduces a high save DC for stunning. This punch can incapacitate even formidable enemies. As you progress, you gain additional uses of Smite Evil, maximizing your encounter effectiveness.
Wisdom-Based Powerhouse
Everything revolves around your Wisdom. It increases your AC, boosts the effectiveness of Stunning Fist, and enhances other class features. Serenity ensures your monk and paladin abilities use Wisdom instead of Charisma. Skills like Still Mind and Purity of Body reflect the immense utility derived from your wisdom score, adding resilience and fortitude against various adversaries.
- Highlights milestones of character development from levels 1 to 20.
- Provides counters for weaknesses such as low-level damage and magic defense.
- Discusses equipment progression for enhancing abilities at various levels.
Milestones Of Character Development
- Levels 1-5:
- Begin as a Monk, focusing on unarmed strikes and defensive abilities. Gain Improved Unarmed Strike, Stunning Strike, and a significant AC bonus from Wisdom. Flurry of Blows and Still Mind enhance early survival and combat effectiveness.
- Levels 6-10:
- Transition into the Paladin class, strengthening defenses with Divine Grace, Lay on Hands, and Aura of Courage. Superior Unarmed Strike and Nimbus of Light add to offensive and defensive capabilities. The AC continues to rise with bonuses and a natural armor increase.
- Levels 11-15:
- Achieve the status of Argent Fist, blending Monk and Paladin abilities. Access to Stunning Smite, Holy Armor, and Wrath of the Silver Flame boosts combat prowess. Significant Wisdom and Strength boosts culminate in rapid, devastating attacks.
- Levels 16-20:
- Attain ultimate Argent Fist abilities, including True Seeing, Regeneration, and high-level Smite Evil. Final levels bring an exceptional AC and defenses (Natural Armor, Energy Resistance). Unarmed Strike damage peaks with a 3d8 base dice.
Equipment Progression of Wise Master
| Level Range | Equipment | Details |
|---|---|---|
| L1-5 | Monk’s Belt | Gives an additional +5 to AC when not wearing armor. |
| Amulet of Wisdom +2 | Boosts Wisdom by 2, enhancing AC and key Monk abilities. | |
| L6-10 | Bracers of Armor +4 | Provides a +4 armor bonus to AC. |
| Amulet of Mighty Fists +1 | Grants a +1 enhancement bonus on attack and damage rolls with unarmed strikes. | |
| L11-15 | Cloak of Resistance +3 | Increases saving throws by +3. |
| Periapt of Wisdom +4 | Boosts Wisdom by 4, significantly enhancing AC and key Monk abilities. | |
| L16-20 | Ring of Protection +5 | Provides a +5 deflection bonus to AC. |
| Belt of Magnificence +6 | Boosts all ability scores by 6, enhancing overall performance. |
Combat Scenarios
- Dungeon Crawls:
- Strategize with stealth using Evasion and Superior Unarmed Strike. Tackle traps and ambushes head on with Serenity and Purity of Body for resilience. Use your high AC to act as a shield for allies.
- Open Fields:
- Utilize your speed advantage from Monk levels. Flank opponents with Combat Reflexes. Engage in hit-and-run tactics, using Ki Strike (Magic) to pierce through resistances. Keep moving to avoid being surrounded.
- Ambushes:
- Detect Evil to preemptively identify threats. Smite Evil with Stunning Strike as a counterattack. Use Deflection bonuses to mitigate surprise attack damage. Strike back with lightning fast speed enabled by Ascetic Knight.
- Defensive Stands:
- Form an impenetrable wall with your high AC and defensive abilities such as Holy Armor and Mettle. Use Lay on Hands to heal allies. Support with Turn Undead and Nimbus of Light to repel dark forces.
- Urban Encounters:
- Blend in with the crowd to gather intel. Use Ki Focus to enhance combat effectiveness when stealth is compromised. Utilize Circle Kicks and Subduing Strike to deal with hostiles without lethal force. Take advantage of Divine Grace and resistance to magic for dealing with urban spellcasters.
Weaknesses & Counters
| Weakness | Counter |
|---|---|
| Weak low-level damage output | Equip ‘Gauntlets of Ogre Power’ for +2 Strength, enhancing damage. |
| Reliant on Wisdom for AC and abilities | Invest in ‘Periapt of Wisdom’ to boost Wisdom score further. |
| Vulnerable to Will saves despite high Wisdom | Acquire ‘Cloak of Resistance’ to boost all saving throws. |
| Limited defense against magic | Use ‘Amulet of Proof against Detection and Location’. Consider finding ‘Ring of Spell Turning’. |
| Dependency on physical combat | Invest in ranged weapon proficiency, perhaps a ‘Composite Longbow’. |
| Armor Class is high but static | Casting ‘Shield of Faith’ for additional deflection bonus or obtaining ‘Bracers of Armor’. |
| Susceptible to energy draining attacks or level loss | Equip ‘Necklace of Adaptation’ or use ‘Death Ward’ spell. |
| Limited healing options | Carry ‘Potions of Cure Moderate Wounds’ or use ‘Lay on Hands’ strategically. |
| Difficulty against swarms | Stock up on ‘Alchemist’s Fire’ or ‘Acid Flasks’ for area damage. |
| Struggles with mental control spells | Equip ‘Headband of Intellect’ to boost Intelligence (for better tactics) and ‘Iron Will’ feat. |
| Poor performance against high DR (Damage Reduction) foes | Use ‘Bless Weapon’ spell or find weapons with high enchantments. |
Roleplaying the Wise Master
Embodiment of Serenity
Your character, the Wise Master[1], is a paragon of calm and control. They rarely show emotion, even in the heat of battle. Imagine scenes where your character’s serene demeanor defuses tense situations. Perhaps a town’s market is on the verge of chaos, and your calm presence and soothing words restore order.
Redemption and Teaching
The theme of redemption is strong with the Wise Master[1]. Roleplay moments where your character offers a chance for enemies to redeem themselves, much like the kindness shown to them by their trainer. Illustrate this in your interactions by offering aid to even those who might not deserve it. This can create poignant and memorable story moments.
Wisdom as Strength
Every decision your character makes should be a reflection of deep wisdom. When your party is faced with a moral quandary, let your Wise Master[1] be the voice of reason. Their high wisdom score isn’t just for show; use it to drop nuggets of philosophical insight during dialogues, demonstrating why they are a master in their arts.
Code of Conduct
Your monk’s adherence to their vows such as Poverty or Chastity should be a central theme. Have the Wise Master[1] make personal sacrifices that highlight their commitment to their values. For instance, when offered a significant reward, they might donate it to a local temple or refuse it altogether.
Unyielding Defense
Show off the monk’s impeccable defense in your roleplaying. When describing combat, emphasize how your character effortlessly dodges and parries attacks, making it seem almost like a graceful dance. This isn’t just about the mechanics; it’s about creating a picture of an untouchable martial artist[2].

FAQ
What makes the Wise Master[1] build unique?
The Wise Master[1] excels in high AC, stunning attacks, and Wisdom-based abilities. With an AC starting at 19 and climbing, enemies struggle to land hits. Stunning Smite combines monk and paladin powers to incapacitate foes. Wisdom boosts your AC and numerous class features.
What equipment is essential for the Wise Master[1]?
Early on, prioritize Monk’s Belt and Amulet of Wisdom +2. Mid-game, upgrade to Bracers of Armor +4 and Amulet of Mighty Fists +1. Late-game, aim for Ring of Protection +5 and Belt of Magnificence +6. These items enhance your AC, Wisdom, and overall combat effectiveness.
What are the major counters to the Wise Master[1] build?
Although high in AC, the Wise Master[1] struggles with magic and physical combat. Equip items like Cloak of Resistance and Necklace of Adaptation for defense. Use spells like Shield of Faith and find weapons with high enchantments to deal with specific threats.
Is the Wise Master[1] build suitable for all campaign types?
The Wise Master[1] is versatile, fitting well in both dungeon crawls and open fields. With high AC and Wisdom-based utility, it can adapt to various combat scenarios. However, its reliance on physical combat and specific items may require careful planning.
How do I roleplay a Wise Master[1] effectively?
Embody serenity and wisdom in your behavior. Offer redemption and teaching moments, reflecting deep wisdom in decisions. Stick to your monk vows, showing commitment to values. Use your defensive abilities to illustrate a graceful, untouchable martial artist[2].
Join us at the Stellar Dragons Discord
Considering playing with a Monk in your next D&D 3.5 campaign? Join the discussion on the Stellar Dragons Discord server at https://discord.gg/uAPvgEq6Z7. Do you think the Wise Master[1] could be the best build in D&D 3.5?
Wise Master

A dark figure standing tall against a more imposing one, the other clad in robes of the Argent Fist. Thought to have been destroyed a decade before by the dark figure’s own hand, its master slain and doctrine hopefully quick to be forgotten. Fists flew left and right, brutal and swift yet none hit their mark. A flurry of strikes from the dark figure leaving no injury, not even a graze against the robed man before him. Every strike was parried or dodged without a sound, as if the dark figure’s assault was no more than an infant flailing against an adult. Blow after blow, rendered useless almost effortlessly. The dark powers the dark figure called out too for assistance emboldened and empowered him, to smite down the man before him. His flurry continued, re-doubled his efforts until his strikes connected. For an instant, one did.
The sudden blur of motion and rapid series of punches and kicks that suddenly came from the Argent Fist were uncountable, his eyes couldn’t follow. His body felt each blow but unable to even react before the next came. The dark figure was wrong about the man before him, very much alive, very much a master of his ways. The Argent Fist pummeled him faster and faster before the dark man finally felt the pain rush at him and the beating halt. Doubled over, defeated the the blink of an eye he’d given himself to darker power to defeat this foe, but he was the one defeated. On hands and knees he struggled to breathe. No darker power could best the Argent Fist after all. As he closed his eyes for the final blow to strike him down, he began wondering where he truly failed.
When no finishing blow came, he opened his eyes and looked up to the man now towering over him. He recognized the robed man, once a young trainee who had to be carried away by the fleeing monks ten years ago. A young trainee who tried to stop the previous master from giving up his life to protect his people. The man simply looked down upon him now, no anger, or malice. No sympathy or apathy. The man stared down with eyes unclouded by judgment.
-“W-why?” The dark figure asked.
The robed man gestured out an arm, a hand offered to help him up.
–“Allow me to teach you ‘why’.” he answered simply with a gentle smile.
Race
Human
Class
Monk 5/Paladin 5/Argent Fist 10
Ability Scores
Str 10/Dex 14/Con 16/Int 10/Wis 16/Cha 10
Skills
Knowledge(Religion) 5
Equipment
a wooden holy symbol. Literally nothing else besides clothing.
Goal
Your AC is so high I can’t even see it anymore. You can Smite Evil with Stunning Strike for ridiculous Damage and with a save dc in the middle stratosphere. Almost everything you do is based on Wisdom. Your AC starts at 19 and just keeps increasing from there. By lvl 20 your AC should be 39. 39 AC means things won’t be able to power attack you if they want to hit you at all.
| Level | Class | HD | Feat | Special |
| 1 | Monk | 11 | Improved Unarmed Strike, Stunning Strike, Sacred Vow, Vow of Poverty | Unarmed Strike 1d6, AC Bonus(Wisdom), Flurry of Blows, AC Bonus +4 |
| 2 | Monk | 1d8+3 | Combat Reflexes, Intuitive Attack | Evasion |
| 3 | Monk | 1d8+3 | Monastic Training | Still Mind, Speed +10, AC Bonus +5, Endure Elements |
| 4 | Monk | 1d8+3 | Touch of Golden Ice | Ki Strike(Magic), Slow Fall 20ft, Unarmed 1d8 Exalted Strike +1(Magic), +1 Wis |
| 5 | Monk | 1d8+3 | – | Purity of Body, +1 AC(Monk), Sustenance |
| 6 | Paladin | 1d10+3 | Superior Unarmed Strike, Exalted Smite | Detect Evil, Smite Evil 1/Day, Unarmed Strike 1d10, AC Bonus +6, Deflection +1 |
| 7 | Paladin | 1d10+3 | – | Lay on Hands, Divine Grace, +1 Resistance, +2 Wis |
| 8 | Paladin | 1d10+3 | Nimbus of Light | Aura of Courage, Divine Health, Natural Armor +1, Mind Shielding |
| 9 | Paladin | 1d10+3 | Serenity | Turn Undead, AC Bonus +7, +1 Wis |
| 10 | Paladin | 1d10+3 | Vow of Obedience | Smite Evil 2/Day, Special Mount, Exalted Strike +2(Good), DR 5/magic |
| 11 | Argent Fist | 1d10+3 | – | Ascetic Knight, Ki Focus, Stunning Smite, Wis +2/Str +2, Unarmed 2d6 |
| 12 | Argent Fist | 1d10+3 | Circle Kicks, Vow of Abstinence | Holy Armor, Ki Strike(Silver), Unarmed 2d8, +1 Wis, AC Bonus +8, Deflection +2, Greater Sustenance |
| 13 | Argent Fist | 1d10+3 | – | Balm of the Silver Flame, Resistance +2, Energy Resistance 5 |
| 14 | Argent Fist | 1d10+3 | Holy Radiance | Smite Evil 3/Day, Exalted Strike +3, Freedom of Movement |
| 15 | Argent Fist | 1d10+3 | Lightning Fists | Wrath of the Silver Flame, AC bonus +9, Wis +2, Str +2, Dex +2 |
| 16 | Argent Fist | 1d10+3 | Vow of Chastity | Natural Armor +2, Wis +1, Unarmed Strike 2d10 |
| 17 | Argent Fist | 1d10+3 | – | Ki Strike(Cold Iron), Exalted Strike +4, Resistance +3, Regeneration |
| 18 | Argent Fist | 1d10+3 | Subduing Strike, Holy Subduing | Mettle, AC Bonus +10, Deflection +3, True Seeing |
| 19 | Argent Fist | 1d10+22 | – | Smite Evil 4/Day, +2 Wis, +2 Str, +2 Dex, +2 Con, DR 10/Evil |
| 20 | Argent Fist | 1d10+4 | Stigmata | Embrace the Silver Flame, Exalted Strike +5, Energy Resistance 15, +1 Wis, Unarmed 3d8 |
Martial Artist

In his journey, the young Argent Fist had learned from various masters of vastly different martial arts, and his quest to find the dark figure who destroyed his monastery and killed his master led him to strange places indeed.
It still somehow was not beyond surprising him when he finally managed to find the Legendary Martial Artists simply known as the Dragon Wanderer.
She was a changeling living alone in a hill in the middle of the woods, feeding of small animals and spending most of her days lazing around in the forest or dancing at dusk and dawn. Still, she agreed to teach him what he wanted to learn. He was sure there were at least a few lessons to learn in her technique. After weeks of such frivolities, he was cooking for them both as she was staring at the setting sun from the top of her hill.
-“You still haven’t learned what you need too, have you?” She asked in her usual relaxed voice. Moving closer to stand next to her, trying to figure out what her eyes were looking out at as he gave the question some thought.
-“I suppose I do not.” He admitted.
She let out a laugh that echoed in the distance.
–“Of course you don’t.” She turned to him and pinched his nose playfully.
-“You have to let go silvery one. Let go of your hate, of your fears, of everything that doesn’t matter.”
She smiled and got dangerously close to the cliff.
-“Learn to let everything go.” The woman said as she let herself fall. The young man tried to grab her but couldn’t make it in time. As he got close to the cliff himself, he looked down, as she suddenly flew up by him, in the form of a majestic silver dragon, dancing in the skies, and as the beauty of the sight dawned on him, a single tear rolled down his cheek and at last, after all these years, his heart felt at peace.
Race
Changeling
Class
Monk 5/Initiate of the Draconic Mysteries 10/Warshaper 2/Fist of the Forest 3
Ability Scores
Str 14/Dex 16/Con 14/Int 10/Wis 15/Cha 6
Skills
Concentration 6/ Jump 8/ Knowledge(Arcana) 6/ Knowledge(Religion) 6/ Tumble 4/Handle Animal 4/Survival 4
Flaws
Pathetic(Char), Poor Reflexes
Equipment
Nothing. You need absolutely nothing to make this build work. So go buy whatever you fancy. If you absolutely, positively need to somehow still increase your unarmed damage, a Monk’s Belt, and get a Graft that allows you to get a Warforged Battle Fists to punch things for 12d8.
Goal
You are the epitome of a monk. Your AC is enhanced by three ability scores, you are ridiculously fast, and your unarmed strikes deal a bajillion damage. As if all that wasn’t enough, you can transform into a literal Dragon. I legitimately do not know what else you could want from this.
| Level | Class | HD | Feat | Special |
| 1 | Monk | 10 | Improved Unarmed Strike, Stunning Strike, Cosmopolitan(Iaijutsu Focus), Alertness, Power Attack | Unarmed 1d6, Flurry of Blows, AC Bonus(Wis) |
| 2 | Monk | 1d8+2 | Combat Reflexes | Evasion |
| 3 | Monk | 1d8+2 | Weapon Finesse | Still Mind, +10 Speed |
| 4 | Monk | 1d8+2 | – | Ki Strike(Magic), Slow Fall 20ft., Unarmed 1d8, +1 Wis |
| 5 | Monk | 1d8+2 | – | Purity of Body, +1 AC |
| 6 | Initiate of the Draconic Mystery | 1d8+2 | Great Fortitude | – |
| 7 | Initiate of the Draconic Mystery | 1d8+2 | – | Claws of the Dragon |
| 8 | Initiate of the Draconic Mystery | 1d8+2 | – | Keen Senses, +1 Dex |
| 9 | Initiate of the Draconic Mystery | 1d8+2 | Superior Unarmed Strike | Increased Unarmed Damage, Unarmed 2d6 |
| 10 | Warshaper | 1d8+2 | – | Morphic Immunities, Morphic Weapons, Unarmed 2d8 |
| 11 | Fist of the Forest | 1d10+2 | – | AC Bonus(Con), Feral Trance 1/Day, Fast Movements, Primal Living, Unarmed 2d10 |
| 12 | Fist of the Forest | 1d10+2 | Improved Natural Attack(Unarmed) | Uncanny Dodge, Untamed Strike, +1 Dex, Unarmed 3d8 |
| 13 | Fist of the Forest | 1d10+2 | – | Feral Trance 2/Day, Scent, Unarmed 4d8 |
| 14 | Initiate of the Draconic Mystery | 1d8+2 | – | Frightful Presence |
| 15 | Warshaper | 1d8+34 | Leap Attack | +4 Str, +4 Con |
| 16 | Initiate of the Draconic Mystery | 1d8+4 | – | Improved Evasion, +1 Dex |
| 17 | Initiate of the Draconic Mystery | 1d8+4 | – | Spell Resistance |
| 18 | Initiate of the Draconic Mystery | 1d8+4 | Improved Initiative | Increased Unarmed Damage, Unarmed 6d8 |
| 19 | Initiate of the Draconic Mystery | 1d8+4 | – | Deadly Strike, Timeless Body |
| 20 | Initiate of the Draconic Mystery | 1d8+4 | – | Dragon Shape, +1 Dex |
Leave a Reply