My Monk (WIP)(PEACH)


Homebrew and House Rules


Hit Dice: d10

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha),Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str)

Skill Ranks per Level: 4 + Int Modifier

BaB: Full
Fort Save: Good
Reflex Save: Good
Will Save: Good

Class Features
Weapon Proficiency: Monks are proficient with all simple weapons especially unarmed strike and any weapon with the Monk special property.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his Fast Movement and Flurry of Blows abilities.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 2nd level. This bonuses increases by 1 for every 2 monk levels thereafter, up to a maximum of +10 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, a monk has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes or weapons with the “Monk” Special feature. The monk does not need to use two different weapons to use this ability.

A monk applies his full Strength or Dexterity modifier (Whichever is highest) to her attack or damage rolls for all attacks made with Flurry of Blows, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A monk can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of the Flurry of Blows. A monk with natural weapons can't use such weapons as part of the Flurry of Blows, nor can he make natural weapon attacks in addition to the flurry of blows.

At 8th level, the monk gains use of the Improved Two-Weapon Fighting feat when using flurry of blows. At 15th level, he gains use of the Greater Two-Weapon Fighting feat when using flurry of blows.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength or Dexterity bonus (Whichever is highest) on attack on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strike deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes then a normal person would. At first level a monk rolls a 1d4 for his unarmed strike. At 5th level the monks unarmed damage die increases to 1d6. At 10th level the monks unarmed damage dice increases to 1d8. At 15th level the monks unarmed damage dice increases to 1d10. At 20th level the monks unarmed damage dice increases to 2d6.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in his classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Insightful Combat (Ex)
A monk gains a +1 bonus to his attack and damage rolls using his unarmed strike or while wielding a “Monk” special weapon at 2th level. This bonuses increases by 1 for every two monk levels thereafter, up to a maximum of a +10 at 20th level.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fleet Footed (Ex)
At 2nd level or higher, a monk can as a Swift action move up to ½ his movement speed as a free action. This action can only be taken if the monk has not yet taken a movement action, with the exception of a five foot step action.

At 10th level or higher, a monk can as an immediate action move up to ¼ his movement speed as a free action. This action can only be taken if the monk has no yet taken a movement action, with the exception of a five foot step action.

Fast Movement (Ex)
At 3rd level, a monk gains a bonus to his movement speed of +10 feet. Additionally a +10 feet increase at 6th level, 9th level, 12th level, 15th level, 18th level. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)
At 3rd level, a monk can add his Wisdom modifier to his CMB.

In addition, a monk can take a move action to gain the benefit of a Improved combat maneuver feat he doesn't possess. This effect lasts for a number of rounds equal to his Wisdom modifier. The monk does not need to meet the feats prerequisites. He may use this ability a number of times per day equal to 3+ ½ Monk level (Minimum 1).

The list of available feats:
Improved Bull Rush, Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal, Improved Sunder, and Improved Trip.

At 9th level, a monk can use this ability to gain the benefit of two of the listed feats at the same time. He may select one feat as a swift action or two feats as a move action. Each additional feat selected uses up one of the daily uses per day.

Honed (Ex)
At 3rd level, a monk treats his body and his unarmed strike as a masterwork armor and weapon for the purpose of enhancement bonuses. The monk must pay the additional cost of the masterwork armor and weapon when purchasing the first enhancement bonus. (Armor cost 150 gp, Weapon cost 300 gp)

Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level,*his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or

Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. Every two levels the slow fall distance increases by +10 ft.

At 6th level, the monk gains the Spider Step feat as a bonus feat, the monk does not need to meet the requirements of the feat before taking it.

At 12th level, the monk gains the Cloud Step feat as a bonus feat, the monk does not need to meet the requirements of the feat before taking it.

Acrobatic (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, tumble, etc, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump or tumble checks using Acrobatics . By spending 1 point from his Ki pool as a swift action, a monk gains an additional +20 bonus on Acrobatic checks made for 1 round.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Tongue of the Sun and Moon (Ex)
A monk of 6th level or higher can speak with any living creature.

Wholeness of Body (Su)
At 7th level or higher, a monk uses his Wisdom modifier instead of his Constitution modifier to determine extra hit points for each level. After reaching 7th level the monk can retool his current hit points using the Wisdom modifier rather then his Constitution modifier for previous levels.

A monk can heal a number of hit points of damage equal to his Monk level + Wisdom modifier as a Standard Action by using 2 points from his ki pool.

Abundant Step (Su)
At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

At 12th level or higher, a monk using this ability is a swift action that consumes 4 points from his ki pool.

Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Honed Focus (Ex)
At 10th level, as a swift action the monk can observe a creature or object to find its weak point by succeeding at a Wisdom check, adding his monk level against a DC or 10 + Object's hardness or the Target's CR. If it succeeds, the monk gains a +2 bonus on attack rolls until the end of his turn, and any attack he makes until the end of his turn ignores the creature or object's DR or Hardness.

More to Come Later.


Proficiencies
There is no way to be especially proficient. I would remove that bit. The unarmed strike class feature amply covers this.

Insightfully combat
This is too much. Your monk has full BAB, can use Dex for attack and damage, and adds half his level to attack and damage?

Fleet footed
This should be rewritten. As is, it's pretty unclear.

Maneuver training
There is no purpose to (minimum 1) here, because the number is 4.5 when the ability is gained.

Acrobatic
It is enough to say that the monk adds his level to all acrobatics checks. The stuff about jumping, tumbling, horizontal, etc is just confusing things.

Wholeness of body
I don't care for this one. Not only is it possible to end up with less hp than before, but you changing a very core mechanic of the game mid-race. Would you change skill points to wisdom based? If you want the class to have more hp, give it toughness feat.


I will look into a few of the suggestions.

AS for Wholeness of Body there are feats that allow you to count another skill for extra HP.


Hit Dice: d10

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha),Escape Artist (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str)

Skill Ranks per Level: 4 + Int Modifier

BaB: Full
Fort Save: Good
Reflex Save: Good
Will Save: Good

Class Features
Weapon Proficiency: Monks are proficient with all simple weapons and any weapon with the Monk special property.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his Fast Movement and Flurry of Blows abilities.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 2nd level. This bonuses increases by 1 for every 2 monk levels thereafter, up to a maximum of +10 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, a monk has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes or weapons with the “Monk” Special feature. The monk does not need to use two different weapons to use this ability.

A monk applies his full Strength or Dexterity modifier (Whichever is highest) to her attack or damage rolls for all attacks made with Flurry of Blows, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A monk can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of the Flurry of Blows. A monk with natural weapons can't use such weapons as part of the Flurry of Blows, nor can he make natural weapon attacks in addition to the flurry of blows.

At 8th level, the monk gains use of the Improved Two-Weapon Fighting feat when using flurry of blows. At 15th level, he gains use of the Greater Two-Weapon Fighting feat when using flurry of blows.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength or Dexterity bonus (Whichever is highest) on attack on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strike deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. 

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes then a normal person would. At first level a monk rolls a 1d4 for his unarmed strike. At 5th level the monks unarmed damage die increases to 1d6. At 10th level the monks unarmed damage dice increases to 1d8. At 15th level the monks unarmed damage dice increases to 1d10. At 20th level the monks unarmed damage dice increases to 2d6.

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in his classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fleet Footed (Ex)
At 2nd level or higher, a monk can use a swift action to move up to ½ his total movement speed. This ability can only be used if the monk has taken no movement actions this turn.

At 10th level or higher, a monk can as an immediate action to move up to ½ his total movement speed. This ability can only be used if the monk has taken no movement actions this turn.

Fast Movement (Ex)
At 3rd level, a monk gains a bonus to his movement speed of +10 feet. Additionally a +10 feet increase at 6th level, 9th level, 12th level, 15th level, 18th level. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)
At 3rd level, a monk can add his Wisdom modifier to his CMB.

In addition, a monk can use a move action to gain the benefit of a Improved combat maneuver feat he doesn't possess. This effect lasts for a number of rounds equal to his Wisdom modifier. The monk does not need to meet the feats prerequisites. He may use this ability a number of times per day equal to 3+ ½ Monk level.

The list of available feats:
Improved Bull Rush, Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal, Improved Sunder, and Improved Trip.

At 9th level, a monk can use this ability to gain the benefit of two of the listed feats at the same time. He may select one feat as a swift action or two feats as a move action. Each additional feat selected uses up one of the daily uses per day.

Honed (Ex)
At 3rd level, a monk treats his body and his unarmed strike as a masterwork armor and weapon for the purpose of enhancement bonuses. The monk must pay the additional cost of the masterwork armor and weapon when purchasing the first enhancement bonus. (Armor cost 150 gp, Weapon cost 300 gp)

Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. 
At 7th level,*his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. 
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. 
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. 

By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or 

Increase his speed by 20 feet for 1 round, or 
Give himself a +4 dodge bonus to AC for 1 round. 
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. Every two levels the slow fall distance increases by +10 ft.

At 6th level, the monk gains the Spider Step feat as a bonus feat, the monk does not need to meet the requirements of the feat before taking it.

At 12th level, the monk gains the Cloud Step feat as a bonus feat, the monk does not need to meet the requirements of the feat before taking it.

Acrobatic (Ex)
At 5th level, a monk adds his level to all Acrobatics checks. In addition, he always counts as having a running start when making jump checks using Acrobatics . By spending 1 point from his Ki pool as a swift action, a monk gains an additional +20 bonus on Acrobatic checks made for 1 round.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Tongue of the Sun and Moon (Ex)
A monk of 6th level or higher can speak with any living creature.

Insightful Strike (Ex)
At 6th level a monk may add his Wisdom bonus (if any) to his attack and damage rolls for any unarmed strike or monk weapon.

Wholeness of Body (Su)
At 7th level or higher, a monk uses his Wisdom modifier instead of his Constitution modifier to determine extra hit points gained every level. The monk may choose to recalculate his previous Hit Point total using his Wisdom modifier in place of his Constitution modifier for his previous levels.

A monk can heal a number of hit points of damage equal to his Monk level + Wisdom modifier as a Standard Action by using 2 points from his ki pool.

Abundant Step (Su)
At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.

At 12th level or higher, a monk using this ability is a swift action that consumes 4 points from his ki pool.

Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Honed Focus (Ex)
At 10th level, as a swift action the monk can observe a creature or object to find its weak point by succeeding at a Wisdom check, adding his monk level against a DC or 10 + Object's hardness or the Target’s CR. If it succeeds, the monk gains a +2 bonus on attack rolls until the end of his turn, and any attack he makes until the end of his turn ignores the creature or object's DR or Hardness.

Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.

Slow Time (Su)
At 12th level, a monk can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The brawler can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The brawler cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity.

Diamond Soul (Ex)
At 13th level, a monk gains spell resistance equal to his current monk level +10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20+Caster level) that equals or exceeds the monk's resistance.

A monk may choose to lower or raise this resistance as a immediate action.

Quivering Palm (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. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to 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 his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the 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. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
At 18th level the monk gains an additional use of this ability a day, but only one Quivering Palm effect may be in place at a time.

Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Empty Body (Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Immortality (Su)
At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once.

Verdant Wheel

you need a class table. here!

Monk of the Four Winds

HD - d10
BAB - full
Saves - all
Skills - 4

01: AC Bonus (+1/2), Unarmed Strike (1d4), Flurry of Blows (TWF), Stunning Fist
02: Evasion, Fleet Footed (swift)
03: Honed, Fast Movement, Maneuver Training (1 feat)
04: Ki Pool, Slowfall
05: Purity of Body, Acrobatic, Unarmed (1d6)
06: Insightful Strike, Tongue of the Sun and Moon, Spider Step
07: Wholeness of Body
08: Abundant Step (move), Flurry (ITWF)
09: Improved Evasion, Maneuver Training (2 feats)
10: Honed Focus, Unarmed (1d8), Fleet Footed (immediate)
11: Diamond Body
12: Slow Time, Abundant Step (swift), Cloud Step
13: Diamond Soul
14:
15: Quivering Palm, Unarmed (1d10), Flurry (GTWF)
16:
17: Timeless Body
18:
19: Empty Body
20: Unarmed (2d6), Immortality

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