Swordpriest

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Here is a link to two feats to improve/add options to the Unchained Monk's style strike ability.

I was thinking the cost for Ki-Infused Style Strikes should be 1 ki point per enhanced style strike, but I wrote it to be less to be generous.


I wanted to try my hand at creating an unchained version of the zen archer. As I went through it, it seemed to go a bit beyond what an archetype did, so I made it into an alternate class for the monk, in the same way as the ninja is to the rogue. I haven't yet written up which Ki Powers will be available to the class, but everything else regarding the class should be done.

Here's a link to the google document: Unchained Zen Archer


This doesn't just concern Jabbing Style, but other styles that add additional damage if a condition is met.

I have a monk with Jabbing Style. He's fighting a mob with DR 5/cold iron. The two attacks that hit both rolled 7 for damage. I know both of those numbers get dropped to 2's (DR...yay...), but I rolled a 1 for Jabbing Style's bonus damage. My question is this: Is Jabbing Style's bonus damage subject to DR?

My brain says yes, because, unless an ability says it bypasses DR, then it is subject to DR's effect. My DM asked a couple of people and they said no because, 'it's bonus damage from a feature'.

I'm perfectly fine with either. On one hand, my monk does more damage. On the other, it interacts with DR the way my brains believes it should.


Uncanny Perception is a work in progress name, but essentially it's an ability that allows the character to gain various sensing abilities as they level up and expand the range of the abilities.

At 1st level, you gain extraordinary sensory powers. You can choose any ability from the list below, as long as you meet the requirements to do so, and gains its basic range.
At 3rd level and every 3 levels thereafter, you can gain a new way of perceiving the world around you and increases the range of each of your uncanny perception abilities by 5ft (10ft for Darkvision).
*Darvision (Ex) 30 feet (+10 to existing darkvision if you already have darkvision)
*Blindsense (Ex) 20 feet (minimum 9th level)
*Blindsight (Ex) 5 feet (minimum 12th level), maximum range 10ft
*Fogsight (Ex)
*Greensight (Ex) 30 feet (you can see through solid wood less than 6in thick once maximum range is achieved)
*Low-Light Vision (Ex) (doubles range if you already has low-light vision), range does increase
*See in Darkness (Ex) 10 feet (minimum 12th level), maximum range 30ft
*Tremorsense (Ex) 30 feet
*True Sight (Su) 5 feet (minimum 15th level), maximum range 20ft

Fogsight (Ex): You can see through fog, mist, smoke, and other similar conditions (including underwater), normally, without penalty, as long as there is enough light to allow you to see normally.

True Sight (Su): You can see things as they truly are, as if using the true seeing spell. You can use this ability for a maximum number of minutes each day equal to your phantom fist level. When you use this ability, you use your available time in half minute intervals (5 rounds), but they need not be used consecutively.

I had the idea while listening to a book and thought it might fit a rogue or ranger.I tried to match (as much as possible) the abilities to around the same time characters would be able to have access to either spells or items that grant them the abilities. Do you think it would work? Do you think any of them are too much? Or that their ranges are too big starting out, or even at their maximum?


My party is in a corridor just outside of a room with 2 guards. One of our group moves forward to attempt to bluff their way past the guards. The guards are only aware of that person, but the rest of us are still hidden. One of the guards doesn't buy the bluff and attacks, the other sounds the alarm. The rest of the group is still unknown to the guards.

We rolled initiative and order we got was: Guard 1, A, Guard 2, B (the one who attempted to bluff but got attacked instead because the roll was that bad), C, D, E, F.

There is a dispute about how this should actually work.
1) There are no surprise rounds for anyone since B got attacked.
2) Surprise rounds for A, C, D, E, and F before Guard 1's attack (I don't know how that's going to work retroactively).
3) Surprise rounds for A, C, D, E, and F right after Guard 1's attack, and then normal combat. (So the round would go: ACDEF1A2BCDEF)
4) Something else instead?


So it is entirely possible I've overlooked this, multiple times, and that my google-fu is as bad as ever, so the searching I've done has failed..but I haven't been able to find an answer either way.

So here goes:
Does a character have to be in a, say, Iron Tortoise stance, to use it's counters/strikes or could the character be using one an Eternal Guardian stance and still use counters/strikes from another discipline?


I saw the Ascetic archetype from Kobold Press, but as others pointed out, it basically gave up nothing to gain many bonuses. So I'm trying my hand at it.

I put a note at the top saying that this modifies or replaces all aspects of the Cleric class, so it's not compatible with any other archetype. I did that both because it's true, and because I'm not sure how I'd describe how each ability or feature replaced things like spell levels.

This Ascetic cleric can only cast spells up to 6th level with Diminished Spellcastin and no spontaneous casting of cure or inflict spells, does not have Aura or Channel Energy, has slightly different Class Skills, keeps its medium BAB, d8 hit die, and skill ranks per level, and it only has one Domain (or an option to have two inquisitions).

(Since inquisitions are so much weaker than domains, I don't think a 1to1 swap works. One domain for two inquisitions seems better to me, and it's a change I'd personally give to the inquisitor or any other domain class that wanted to take inquisitions over a domain.)

So yeah, what do you think?
Ascetic (Cleric archetype)


I like the Lore Warden fighter archetype and the Theosophist cleric archetype (Kobold Press), so I combined them. I took most of the Cleric's spellcasting away, except for domains, but amped up it's channel energy a bit. I dropped it down to a d6 hit die to compensate for some of what I added, while boosting it up to the 4+Int skill points per level both archetypes have (the Lore Warden is a pseudo 4+Int archetype).

So, what do you think? Google Docs link: Here

I'm personally thinking that the number of bonus feats can be cut down a bit, but I left it in because just in case and because I think it's easier to prune down than add more later.


This has both a Rules question and a Homebrew component (I didn't really want to make two topics).

1) Something that has come up in a current game that I'm not quite sure about has to do with the UMonk's bonus feats. Specifically: Can a player (2nd level UMonk) use the bonus feat to gain Mobility, since she meets all the prerequisites (and Mobility is a feat on the monk's bonus feat list), or does she absolutely have to wait until she becomes a 6th level monk to gain Mobility (using the monk's bonus feats)?

My thinking was to say yes because she both meets the prerequisites and it's on the Monk bonus feat list.

This brings me to the 2nd part.
2) Someone on Reddit make a google doc of all the monk bonus feats (and as far as I'm aware it is still correct after 3 years): Here. This really seems like quite a tiny list of possible feats in addition to quite a few of them only being available quite a few levels later than they should be able to get them. Spring Attack comes to mind as an example.
I don't want to open it up to 'All Combat Feats', especially since the monk's bonus feats allow them to skip prerequisites, so what would be some reasonable additions to the list? Would offering a second list the monk could use for their bonus feats be reasonable, if they had to meet the prerequisites of this second list, and if so, the question still applies, 'what feats would be reasonable'?

Thanks.


I've always had an issue with understand the pricing of rings, so any help would be appreciated.

Quote:

Ring of Sustenance, Greater

Aura: faint conjuration; CL: 5th; Slot: ring; Price: gp; Weight: -
Description
This ring continually provides its wearer with life-sustaining nourishment and automatically oxygenates the blood and removes waste gases. The ring also fully refreshes the body and mind; the wearer does not need to sleep to gain the benefits of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells with no sleep, but it does not allow the spellcaster to prepare spells more than once a day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Construction Requirements:
Forge Ring, create food and water, keep watch, air bubble; Cost: gp

Since this is based of a Ring of Sustenance, I was thinking 3500gp for not needing to sleep at all, and adding in the no breathing, something like 9000gp for the total cost.

I'm really just spitballing the gp cost here.


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I've only just seen the rope dart in Ultimate Combat, and having looked it up (and seen videos of it in use), I wanted to try making a version that seems as it it better reflects the actual weapon.

Exotic Light Melee Weapon
Johyo
Cost: 2gp
Damage: 1d3(S), 1d4(M), 1d6 (L)
Critical: 20/x2
Damage Type: Varies (see description)
Range: 0/20ft. (see description)
Weight: 2lbs.
Special: Monk, Distracting, Trip, Reach (see description)
Description:
This deceptively complex weapon appears as nothing more than a rope or thin chain (7ft small, 12ft medium, 17ft large) with a weighted end. It can be whirled at great speeds, then aimed to strike opponents with great reach (+5ft small, +10ft medium, +15ft large). Once it strikes, the wielder can quickly retrieve the weapon with a free action. The weighted end can have a solid weight attached to deal bludgeoning damage, a bladed to deal slashing damage, or spike piercing damage. Changing the end takes 1 minute.

This weapon can be used in two ways, selected as a free action at the beginning of your turn. The first is as a reach weapon that does not threaten squares adjacent to you. The second is as a thrown weapon with a range of 20ft, or 40ft if the wielder lets go of the rope which must then be retrieved.

When fighting defensively, this weapon gains the Blocking special weapons quality (+1 shield bonus to AC).


In the current game I'm in, Wrath of the Righteous, my character worships Torag (Iomedae and Iori as well. Our group is a Cleric, Paladin, UnRogue, and UnMonk (me). Being a worshiper of Torag, my monk is a crafter, not just a character with the craft skill, but it's what he does and part of who he is.

Since that is the case, I'm planning on him taking the Master Craftsman feat and eventually using the Mythic ability Path Dabbling to pick up the Archmage's Crafting Mastery.

At least I was. But now, I don't know if it would be necessary to even take the Master Craftsman feat.

Unless I'm mistaken, with the Crafting Mastery ability, I could craft anything, by increasing the DC by +5 (to bypass the CL requirement) and another increase of +5 (to bypass the needed Spellcraft or specific craft skill), for a total of +10. The only exception I can see is this:

Quote:
you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites

If I'm right, then with the Crafting Mastery ability, to craft an Amulet of Mighty Fists (+1 through +5), my monk would need to beat a crafting DC of 5+5(CL of item)+15(+5 bypass CL of item, +5 spell requirement, +5 bypass needing a CL of 3 times the amulet's bonus) = 25.

Or a Folding Boat: 5+6(CL of item)+15(+5 bypass CL of item, +5 bypass spell requirement, +5 bypass craft(ships) skill) = 26.

Or a Ring of Swimming: 5+2(CL of item)+10(+5 bypass CL of item, +5 bypass swim skill) = 20.

I'm pretty sure the only reason this seems to work is because of the Mythic ability, as without it, the only magic items one can create without having a CL is Magic Arms and Armor and Wondrous Items (with the Master Craftsman feat).

Am I right in my thinking, or have I missed/misunderstood something?


I know about (Improve)Familiar Bond, but I was wondering if it would be too much to allow a monk to gain a familiar by selecting it as a Ki Power.

I recently found out about the familiar archetypes, and I thought, with a bit of fluff, that a Figment Sage seems like it would fit well with some monks.


I hope this is the correct forum.

I'm wondering if there are any feats (or abilities, but I think this is less likely) that count as Power Attack for purpose of meeting prerequisites that require it.

I ask because I have a monk who has Jabbing Style and will be getting Jabbing Master eventually. The fluff of the style says 'quick strikes/punches' which to me, is the exact opposite of Power Attack. So I'm hoping there is a different feat I could use, that is (hopefully, but unlikely) more thematic, to qualify for Jabbing Master.

If not, is there a feat that would be more fitting thematically that you could suggest, that I could propose to my GM instead of PA?


With how easy it is for other classes to pick up multiple styles or to fuse styles, and the number of other classes that out-monk the monk and treat their class levels as monk levels, I wanted to have a few things that only the monk had access to.

Since the UMonk cannot use most of the monk archetypes, it cannot take MoMS (while other classes are free to do so), and the only other way to use two styles at once is pretty annoying and limiting ( 1) Martial Focus, 2) Weapon Style Mastery, (optional but useful 3) Combat Style Mastery), I wanted to make it a bit easier and more useful for a monk.

As for the Style, it only affects unarmed monks, it doesn't increase damage die or add damage dice (in face it reduces damage die), but it does address another issue that unarmed monks face: The lack of criticals and flurry of misses.

Unless I missed something, all of these feats should work correctly for both the Core Monk and the Unchained Monk, but they were designed for the UMonk.

Google Docs link

So what do you guys think? Is there confusing wording or parts that could be cleared up? Balance issues?


In the Universal Monster Rules under Damage Reduction, I read a line that says, "A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction."

So I have a few questions because of this.
1) Does this mean that if a monster has DR/Magic, (Alignment), silver/cold-iron, that their natural attacks are considered to be those things as well? Or is DR/Epic a special case?

2) Does this apply to PC's as well? For instance if a PC has DR/Lawful would their natural attacks also count as Lawful for overcoming DR?
2b) If it does, would the same apply to DR/Epic?

3) Would a Monk's Unarmed Strike follow this as well (since they are considered natural and manufactured weapons)?

I'll be in a Mythic game for the first time soon, and I had never looked at those rules before.


It seems that not only are all the links to the Pathfinder Forums broken, but the Homebrew has been removed from the list completely. So what's going on here?

If the reason is listed somewhere, I missed it.


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The race this belongs to, the Orani, are Xenophobic in nature, keeping themselves apart from other races (for various reasons).

Uniquely Superior: Each Orani is unique. This is emphasized and fostered from a young age, and while this lends to boosting a child’s abilities, it leaves them unable to interact well with those outside of their race. Orani suffer a -4 penalty on Sense Motive and Diplomacy checks with those of other races, but each Orani (lesser) gains a +2 bonus to two ability scores.

Personally, I think I overdid it with the penalties, but since I designed this to be used with the Race Builder, I gave it the Prerequsites: Xenophobic, and gave it a RP cost of 0.

I used this reasoning:
2RP = +2 skill bonus
-2RP = -2 skill penalty
-8RP = -8 skill penalty
4RP = +2 ability score bonus
8RP = +2 ability score bonus to two abilities


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I've altered the Unchained Monk in a number of ways such as giving the monk their Monk level + Wis for the ki pool, made it slightly less MAD by giving them Dex to attack and Wis to damage, the monk gains four more ki powers throughout their career, and allowed the monk to be enchanted like any other weapon/item (either by themselves or by another spellcaster).

But the main change is that most of the monk abilities (such as purity of body, tongue of the sun and moon, and even fast movement and evasion) are not ki abilities that the monk can choose to take.

In doing so I also went through many of the archetypes and instead of replacing a certain ability, the monk must be a certain level to select that ability.

A few other changes is dropping the monk back to d8 hit die, upping their skill points per level to 6+Int, and increased their unarmed damage die.

I've got it all written up in a google doc: here.


So I've come across the Consuming Creature template by Green Ronin and I was wondering how much each of those abilities would cost if used in the ARG's Race Builder system.

My first thought was have the 'Consume' and 'Consuming Curse' abilities count as one, with something like 10RP, since it is the defining feature.

But, if it were split up, I can see 'Consume' costing 3RP or 4RP, because of it's once a month restriction, in addition to the rest of the requirements.

'Consuming Curse' on the otherhand seems like it would be worth a sizable RP investment. I say this because, as I understand it (I could be wrong, if I am, please correct me), if the creature contracts the curse, each day it fails to beat the curse's DC it looses another universal monster ability or class feature. If that is true, then the Consuming Creature could potentially gain access to a decent amount of abilities, fairly quickly.

Input is appreciated.


I've added a number of traits and tweaked others (most of the changes are my own, a few are from things I've seen around).

Custom Race Traits

Suggestions, comments, or other ideas welcome.


My group is very small so I'm creating (and letting them create) slightly stronger races and/or beefing up existing races to help compensate. The race I'm currently designing is a Large wall of meat.

I'm envisioning them as being able to wield appropriately sized 2H weapons as 1H with no penalty, and inappropriately sized weapons of at -2. Tentatively named: Variable Grip (suggestions welcome).

Maybe it is because it is late right now, but I'm not sure what would be considered inappropriately sized. This is my understanding right now:

Tiny: Light----1H----2H
------Small: Light----1H----2H
--------------Med: Light----1H----2H
-------------------Large: Light----1H----2H
---------------------------Huge: Light----1H----2H

A Large 1H would be an inappropriately sized 2H for a Medium character correct? Or would it be an inappropriately sized 1H for a Medium character?

And how would would the Variable Grip ability modify the above?

I am using the ARG Race Builder, so what might you suggest as a reasonable RP (race point) cost? I'm unsure if it should be 2RP (like a feat) or 4RP (some stronger abilities).


I've been trying to understand how the Monk's Robe's price is calculated, but I'm stumped. The 'treated as five levels higher' doesn't seem to match with the Item Creation section of the CRB.

The list does not give a price for Feats, which the robe gives an extra use of Stunning Fist per day (if you already have Stunning Fist that is).

The list also doesn't have a bonus damage or an increased damage listing.

The AC bonus I'm assuming could be AC bonus (other)= bonus squared x 2500gp. Though, depending on your monk level, the bonus could be either a +1 or a +2 increase.

I'd really appreciate the help figuring this out.


This is my attempt at bringing the monk up in power. I've altered many abilities of the monk and the monk's ki powers, I've also added more than a few new abilities and powers. Some abilities will be unpolished, specifically Inner Fire, I think the reason will be readily apparent to all, but I hope the idea and goal behind it is just as apparent. One thing I wanted to do was give the monk was options, so the player could make their monk the way they visualize them. I've rolled all Qinggong monk ki powers into the Unchained Monk's and altered or lined up the minimum levels needed to take the ki power to match the Unchained Monk's ki powers.

I'm quite open to suggestions, ideas, and critiques. I've done this with belief that the monk needs some love and help, suggesting/stating otherwise will go ignored by me.

Abilities that I've altered are marked with **. Abilities I've added are marked with >>>.

That said, I present:

Unchained Monk (Altered)

LvL__BAB___Saves__Special________________________________Damage__AC___Speed
1____1________2____Bonus Feat, Flurry of Blows (Bonus Attack),____1d6____+1___+0
_____________________Stunning Fist, Unarmed Damage,
_____________________Inner Strength (half)
2____2________3____Bonus Feat, Evasion, Inner Fire_______________1d6____+1___+0
3____3________3____Fast Movement, Ki Pool, Ki Strike (magic)______1d6____+1___+10
4____4________4____Ki Power (x2), Shape Ki,,____________________1d8____+1___+10
_____________________Make It Count (19-20), Inner Strength (full)
5____5________4____Purity of Body, Style Strike (1/round),__________1d8____+2___+10
______________________Constant Ki Power 1
6____6/1_______5____Bonus Feat, Ki Power,______________________1d8____+2___+20
7____7/2_______5____Ki Strike (cold iron and silver),_______________1d8____+2___+20
8____8/3_______6____Ki Power (x2), Style Strike,__________________2d6____+2___+20
9____9/4_______6____Improved Evasion, Harmony in Chaos,_________2d6____+3___+30
10___10/5______7____Bonus Feat, Ki Power, Constant Ki Power 2_____2d6____+3___+30
______________________Ki Strike (chaos/lawful/good/evil)
11___11/6/1_____7____Flurry of Blows (BA 2), Style Strike (2/round)___2d6____+3___+30
12___12/7/2_____8____Ki Power (x2),____________________________2d8____+3___+40
13___13/8/3_____8____Make It Count (x3),________________________2d8____+4___+40
14___14/9/4_____9____Bonus Feat, Ki Power, Style Strike____________2d8____+4___+40
15___15/10/5____9____Ki Strike (adamantine), Constant Ki Power 3____2d8____+4___+50
16___16/11/6/1___10___Ki Power (x2)____________________________3d6____+4___+50
17___17/12/7/2___10___Style Strike (3/round)______________________3d6____+5___+50
18___18/13/8/3___11___Bonus Feat, Ki Power______________________3d6____+5___+60
19___19/14/9/4___11___Flurry of Blows (BA 3), Make It Count (18-20)__3d6____+5___+60
20___20/15/10/5__12___Ki Power (x2), Style Strike__________________3d8____+5___+60
_______________________Constant Ki Power 4

**Alignment: Any; Most monks are Lawful or Neutral
[b[Hit Die:[/b] d10

**Class Skills:
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 4+Int modifier

**Weapon and Armor Proficiency: Monks are proficient with brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shiriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are proficient with Monk Armor but no other armor or shields.
When wearing armor besides Monk 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 wearing Monk Armor or unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC, CMB, and CMD. In addition, a monk gains a +1 bonus to AC, CMB, and CMD at 1st level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 17th 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 besides Monk Armor, when he carries a shield, or when he carries a medium or heavy load.

>>>Inner Strength (Ex): A monk's true strength comes from within themselves. Starting at 1st level a monk uses half their Strength score and bonus (rounded down) for STR based stats, checks, rolls, etc., and adds half of their Wisdom score and bonus (rounded down) to STR based stats, checks, rolls, etc. At 4th level a monk uses their WIS score and bonus in place of STR for all stats, checks, rolls, etc., and adds twice their WIS bonus to CMB and CMD.

**Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, any Style feat, and Throw Anything.
At 6th level, the following feats are added to the list: Dimensional Dervish, Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility, any second feat in a style chain.
At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack, any third feat in a style chain. A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th and 19th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

**Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. The DC saving throw against a monk's Stunning Fist is against Fort or Will, whichever is lower.

**Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
When a monk uses Brass Knuckles, Gauntlet, or Cestus, their attacks are considered Unarmed and thus benefit from the monk's Unarmed Strike, Inner Fire, Make it Count, Shape Ki, and any feats or spells that normally improve Unarmed Attacks such as Improved Critical (unarmed), and strong jaw.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.

Level___Small___Large
1-3______1d4____1d8
4-7______1d6____2d6
8-11_____1d8____2d8
12-15____2d6____3d6
16-19____2d8____3d8
20,______3d6____4d6

Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Ref lex 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.

**Fast Movement (Ex): At 3rd level, a monk gains an increase to his base speed. A monk in armor or carrying a medium or heavy load loses this extra speed. This bonus applies to all his movement types except burrow which only benefits from half the Fast Movement increase. The monk must possess wings to benefit from the speed increase to their Fly speed from this ability.

>>>Inner Fire (Su): At 2nd level, a monk can spend 300gp on special elixirs, incense, oils, and other materials and spend 24 hours in a deep meditation. At the end of their meditation they make a DC10 Wis check, if they succeed, they are considered Masterwork and gain +1 to attack rolls. If they fail, they can try again after one week and pay 150gp to replenish the materials they consumed in the previous attempt.
At 3rd level a monk is able to further enhance herself as though creating a magic weapon. Instead of a Spellcraft or Craft check, she uses her Will bonus + her monk level to determine if she is successful. She must pay double the cost per enhancement bonus or weapon special ability for the needed oils, elixirs, herbs, etc. to accomplish it.
She can have two separate sets of magic weapon abilities active at the same time, similar to a double weapon with different abilities on each end or wielding two separate weapons. She must pay for each set separately. She can have a total of four sets total, as if having a backup double weapon or two backup weapons.
If she finds a magic weapons with an ability she can spend 8 hours per +1 bonus attuning herself to its energies. At the end of the required time she makes a Will+monk level check as if she were crafting the item. If successful she adds that ability or bonus to one of her four sets. This process robs the magic weapon of all magic returning it to a normal masterwork item of its type, this happens even if she attuned to only a single +1 bonus of a +10 bonus item.
She can, if need be, quicken the attunement process by brute force to a full round at the cost of 1d3 points of temporary Con damage and 1 ki point per +1 bonus. This is only temporary, and as such, it does not drain the weapon of its magic properties, a monk must be proficient with the weapon for her to use Inner Fire this way. The Con damage cannot be healed until the monk releases the weapon and severs her connection to it. She can only force the connection for up half her monk levels, after which she must either sever the connection or forcefully attune herself again and suffer more temp Con damage and pay more ki points.
When using Brass Knuckles, Gauntlet, or Cestus, a monk can use Inner Fire through them. If a monk uses a Magic versions of Brass Knuckles, Gauntlet, or Cestus, she can use their abilities or enhancement bonuses when making attacks with any part of her body. She must first spend 8 hours per +1 bonus per weapon in meditation to become familiar with the weapon. At the end of the meditation, she and the weapon are truly one whole. If a weapon she has previously meditated with gains a new ability or enhancement bonus, she must begin the meditation again, spending another 8 hours per new +1 bonus before she can use its abilities when attacking with any part of her body.

**Ki Pool (Su): At 3rd 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 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 3rd 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, chaotic, good, and evil weapons for the purpose of overcoming damage reduction. At 15th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. When using Brass Knuckles, Gauntlet, or Cestus, a monk can use Ki Strike through them.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

**Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. At 4th level and every 4 levels thereafter a monk chooses two ki powers instead of one. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed, except by retraining. Some ki powers require the monk to be of a specific level or higher before they can be chosen. The 4th level, 6th level, 8th level, etc, groupings are minimum level a monk needs to be to select the power, a 10th level monk can select any ki power from 4th level through 10th level ki powers. A monk adds their WIS bonus to their caster level and concentration checks. The saving throw against a monk's ki power, if any, is equal to 10+half the monk's level+the monk's Wisdom bonus. Unless otherwise noted, a monk cannot select an individual ki power more than once.

4th level ki powers: Description only of powers changed or added:

_____Acrobatic Steps (1 ki point)(Feat):
_____augury (1 ki point)(Spell):
_____[b]barkskin (self only, 1 ki point)(Spell):

_____Deny Death (immediate action)(0 ki points)(Feat):
_____feather step (self only, 1 ki point)(Spell):
_____Empty Body (3 ki points)(Su):
_____Feather Balance (1 ki point)(Ex):
_____High Jump (1 ki point)(Ex)(Monk Ability):
_____hydraulic push (1 ki point)(Spell):
_____[i]>>>Ki Armor
(self only, 1 ki point)(Spell): A monk surrounds herself with a field of ki energy similar to mage armor.
Casting Time: 1 standard action; Range: personal;
Target: self; Duration: 10 min./level (D)
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
_____ki arrow (1 ki point)(Spell):
_____Ki Metabolism (1 ki point)(Su):
_____Ki Range (1 ki point)(Su):
_____>>>Ki Shield (1 ki point)(Spell): A monk creates a shield of ki to protect himself similar to the shield spell.
Casting Time: 1 standard action; Range: personal;
Target: you; Duration: 10 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
_____Ki Stand (immediate action)(1 ki point)(Feat):
_____>>>Ki Vigor (1-5 ki points)(Ex): A monk with this ability can spend 1 ki point per four levels as standard action and gain Fast Healing 1 for 1 minute for every two monk levels. Fast healing increases by 1 every four monk levels to a maximum of Fast Healing 5 at 20th level.
_____>>>Martial Arts Master (0 ki points)(Ex)(Monk Ability): A monk may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.
_____message (1 ki point)(Spell):
_____Power Attack (1 ki point)(Feat):
_____Quick Draw (1 ki point)(Feat): Y
_____scorching ray (2 ki points)(Spell):
_____**Slow Fall (1 ki point)(Su)(Monk Ability): A monk can slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall).
_____**Still Mind (0 ki points)(Ex)(Monk Ability): As long as he has at least 1 point remaining in his ki pool, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
_____Sudden Speed (1 ki point)(Su):
_____Throw Anything (1 ki point)(Feat): Y
_____true strike (self only, 1 ki point)(Spell):
_____**Wholeness of Body (2 ki points)(Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 2d8 + his monk level. This healing increases by 1d8 every two monk levels the character possesses, to a maximum of 10d8+hi monk level at 20th level.

6th level ki powers: Description only of powers changed or added:

_____>>>acid spray (2 ki points)(Spell):
Casting Time: 1 standard action; Range: 60 ft.;
Effect: 60-ft. Line; Duration: instantaneous;
Saving Throw: Reflex partial (see text); Spell Resistance: yes
A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half ). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature’s turn negates this additional damage).
_____cloak of winds (self only, 2 ki points)(Spell):
_____Diamond Mind (1-2 ki points)(Su):
_____Elemental Fury (1 ki point)(Su):
_____gaseous form (self only, 1 ki point)(Spell):
_____Heroic Recovery (immediate action)(1 ki point)(Feat):
_____hydraulic torrent (2 ki points)(Spell):
_____Ki Guardian (immediate action)(1 ki point per ally)(Su):
_____Ki Mount (1 ki point)(Su):
_____remove disease (2 ki points)(Spell):
_____Sidestep (immediate action)(1 ki point)(Feat):
_____Snatch Arrows (immediate action)(1 ki point)(Feat):
_____Spring Attack (1 ki point)(Feat):
_____Water Sprint (1ki point)(Su):

8th level ki powers: Description only of powers changed or added:

_____**Abundant Step (2 ki points)(Su): A monk with this ki power 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. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk can make one attack or take one action before his turn ends as a result of Abundant Step.
_____**dragon’s breath (2 ki points)(Spell):
Casting Time: 1 standard action; Range: 30 ft. or 60 ft.;
Area: cone-shaped burst or line; Duration: instantaneous;
Saving Throw: Reflex half; Spell Resistance: yes
You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell’s effect and energy type depend on the type of dragon scale used:
Black or Copper dragon: 60-foot line of acid.
Green dragon: 30-foot cone of acid.
Bronze dragon: 60-foot line of electricity.
Blue dragon: 30-foot cone of electricity.
Brass dragon: 60-foot line of fire.
Gold or red dragon: 30-foot cone of fire.
Silver dragon: 60-foot line of cold.
White dragon: 30-foot cone of cold.
_____Formless Mastery (immediate action)(1 or 3 ki points)(Ex):
_____Furious Defense (immediate action)(1 or 3 ki point)(Ex):
_____Gliding Steps (immediate action)(1 ki point)(Feat):
_____Insightful Wisdom (2 ki points)(Su):
_____**Light Steps (0 ki points)(Ex): As long as he has at least 1 point remaining in his ki pool, a monk with this ki power can move effortlessly across nearly any surface, ignoring all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids.
_____neutralize poison (3 ki points)(Spell):
_____poison (2 ki points)(Spell):
_____restoration (self only, 2 ki points)(Spell):
_____share memory (0 ki points)(Spell):
_____silk to steel (1 ki point)(Spell):
_____**Spider Step (1 ki point)(Feat): As a move action, you can move up to half your modified speed (Fast Movement bonus plus base land speed) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. Once activated, this ability lasts for 1 minute.
_____[b]**strangling hair (2 ki points)(Spell):

Casting Time: 1 standard action; Range: close (25 ft. + 5 ft./2 levels);
Target: one creature; Duration: concentration, up to 1 round/level;
Saving Throw: none; Spell Resistance: yes
Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard), Charisma bonus (if a sorcerer), or Wisdom bonus (if a monk). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB. Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.
_____Whirlwind Attack (2 ki points)(Feat):
_____**Wind Jump (2 ki points)(Su): A monk with this ki power can spend 2 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his modified speed (Fast Movement bonus plus base land speed). Once activated, this ability lasts for 1 minute.

10th level ki powers: Description only of powers changed or added:

_____**Elemental Fists (2-5 ki points)(Feat): When you use Elemental Fists pick one of the following energy types: acid, cold, electricity, or fire. On a successful unarmed hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must pay 2 ki points and declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round. Special: A monk may attempt an Elemental Fist 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 classes other than monk. A monk can spend an additional 2 ki points, for a total of 4 ki points, to use an improved version of Elemental Fists, dealing 1d6 damage plus 1d6 per five monk levels, for a total of 5d6 at 20th level.
For an additional 1 ki point, a monk can use Elemental Fists during a flurry of blows. Each attack uses one use of her daily allotment of Elemental Fists, but she does not have to pay the ki cost again that round.
_____**Diamond Soul (0 ki points)(Ex) (Monk Ability): As long as he has at least 1 point remaining in his ki pool, a monk gains spell resistance equal to his monk level + 10. Beneficial spells automatically bypass the spell resistance granted by Diamond Soul, though a monk can negate this as a Free Action as long as he is conscious.
_____discordant blast (2 ki points)(Spell):
_____>>>Free Step (0 or 3 ki points)(Su): As long as the monk has at least 1 ki point remaining in his pool he acts as if under continuous freedom of movement. At 18th level, a monk can spend 3 ki points to cast freedom on himself.
_____Greater Bull Rush (2 ki points)(Feat):
_____Greater Disarm (2 ki points)(Feat):
_____Greater Feint (2 ki points)(Feat):
_____Greater Sunder (2 ki points)(Feat):
_____Improved Blind-Fight (immediate action)(1 ki point)(Feat):
_____Ki Blocker (1-2 ki points)(Su):
_____Ki Hurricane (1-7 ki points)(Ex):
_____Ki Visions (2 ki points)(Su):
_____Lunge (1 ki point)(Feat):
_____shadow step (1 ki point)(Spell):
_____spit venom (2 ki points)(Spell):
_____**Step Up and Strike (immediate action)(2 ki points)(Feat): When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round. The monk must have Step Up and/or Follow Step feat(s) to utilize this ki power.
_____**Tongue of the Sun and Moon (0 ki points)(Ex)(Monk Ability): As long as a monk has at least 1 point remaining in his ki pool, they can understand and speak with any living creature, as if under a permanent tongues effect.
_____Wind Stance (2 ki points)(Feat):

12th level ki powers: Description only of powers changed or added:

_____**battlemind link (2 ki points)(Spell):
Casting Time: 1 standard action; Range: personal and close (25 ft. + 5 ft./2 levels);
Target: you and 1 ally; Duration: 1 minute/level;
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.
Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses).
Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses).
Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells.
You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless.
_____**blood crow strike (2 ki points)(Spell):
Casting Time: 1 standard action; Range: medium (100 ft. + 10 ft./level);
Target: one creature; Duration: instantaneous;
Saving Throw: none; Spell Resistance: yes
Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area immediately after completing the spell; each successful attack deals damage as if you had hit it with your unarmed strike, except half of all the damage is fire and half is negative energy (this negative energy does not heal undead). For example, if you are a 14th-level monk, you can use a flurry of blows to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike damage and any unarmed strike modifiers) with each crow.
_____**Cobra Breath (0 ki points)(Su): Whenever a monk with this ki power is attacked by a poison, in lue of neutralizing it via Purity of Body, he can release that poison as a ranged touch attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the poison’s original DC) or suffer the poison’s effects, even if it was not originally a contact poison.
_____>>>contagious flame (2 ki points)(Spell):
Casting Time: 1 standard action; Range: close (25 ft. + 5 ft./2 levels);
Target: three or more rays; Duration: 3 rounds;
Saving Throw: none; Spell Resistance: yes
You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round—these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds—a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.
_____**Diamond Resilience (2 ki points)(Ex)(Monk Ability): By spending 2 ki points as a swift action, the monk gains DR 6/—. At 16th level, the damage reduction increases to 8/—. At 20th level, it increases to DR 10/—. This DR lasts for 1 minute.
_____Improved Vital Strike (2 ki points)(Feat):
_____Improvised Weapon Mastery (2 ki points)(Feat):
_____>>>Ki Prescience (0 ki points)(Su): As long as a monk has at least 1 ki point remaining in his ki pool, he gains +2 insight bonus to AC and CMD. At 20th level this bonus increases to +4.
_____Ki Throw (2 ki points)(Feat):
_____**Ki Volley (immediate action)(2 ki points)(Su): When a targeted spell or spell-like ability fails to overcome the monk’s spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must possess the diamond soul ki power before selecting this ki power.
_____One Touch (1 ki point)(Ex):
_____Punishing Kick (2 ki points)(Feat):
_____shadow walk (3 ki points)(Spell):
_____>>>Surefooted (0 ki points)(Ex): As long as the monk has at least 1 point remaining in his ki pool, a monk's speed is not reduced by difficult terrain.

14th level ki powers: Description only of powers changed or added:

_____>>>caustic eruption (2 ki points)(Spell):
Casting Time: 1 standard action; Range: 30 ft.;
Area: 30-ft.-radius burst; Duration: instantaneous and 2 rounds; see text;
Saving Throw: Reflex half (see text); Spell Resistance: no
Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6)
_____>>>chain lightning (3 ki points)(Spell):
Casting Time: 1 standard action; Range: long (400 ft. + 40 ft./level);
Targets: one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target);
Duration: instantaneous;
Saving Throw: Reflex half; Spell Resistance: yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
_____**Cloud Step (3 ki points)(Feat): REMOVED!
_____cold ice strike (3 ki points)(Spell):
_____[b]Disarming Strike (2 ki points)(Feat):

_____Improved Ki Throw (2 ki points)(Feat):
_____ki shout (3 ki points)(Spell):
_____sonic thrust (2 ki points)(Spell):
_____**Timeless Body (0 ki points)(Ex)(Monk Ability): 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.

16th level ki powers: Description only of powers changed or added:

_____Bleeding Critical (3 ki points)(Feat):
_____**Flawless Mind (0 ki points)(Ex)(Monk Ability): As long as he has at least 1 point remaining in his ki pool, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.
_____Greater Blind-Fight (immediate action)(2 ki points)(Feat):
_____>>>horrid wilting (3 ki points)(Spell):
Casting Time: 1 standard action; Range: long (400 ft. + 40 ft./level);
Targets: living creatures, no two of which can be more than 60 ft. apart; Duration: instantaneous
Saving Throw: Fortitude half; Spell Resistance: yes
This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
_____Lightning Stance (3 ki points)(Feat):
_____Penetrating Strike (2 ki points)(Feat):
_____>>>polar ray (3 ki points)(Spell):
Casting Time: 1 standard action; Range: medium (100 ft. + 10 ft./level);
Effect: ray; Duration: instantaneous;
Saving Throw: none; Spell Resistance: yes
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain.
_____**Quivering Palm (Su): A monk can set up vibrations within the body of another creature disrupting its ki flow that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 4 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time 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); unless the target succeeds at a Fortitude or Will (whichever is lower) saving throw (DC = 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 16th level before selecting this ki power.

18th level ki powers: Description only of powers changed or added:

_____Elemental Burst (3 ki points)(Su):
_____>>>Greater Vital Strike (2 ki points)(Feat): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon special abilities (such as f laming), precision-based damage (such as sneak attack), and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
_____>>>ride the lightning (4 ki points)(Spell):
Casting Time: 1 swift action; Range: personal;
Target: you; Duration: 1 round/level (D);
You may transform into lightning as a standard action and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a free action. This movement does not provoke attacks of opportunity. Creatures in this line take 10d6 points of electrical damage and are staggered for 1 round (a successful Reflex save halves the damage and negates the staggered condition, spell resistance applies). Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.
_____>>>sunbeam (3 ki points)(Spell):
Casting Time: 1 standard action; Range: 60 ft.;
Area: line from your hand; Duration: 1 round/level or until all beams are exhausted;
Saving Throw: Reflex negates and Reflex half; see text; Spell Resistance: yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

20th level ki powers: Description only of powers changed or added:

_____Blinding Critical (3 ki points)(Feat):
_____Crippling Critical (3 ki points)(Feat):
_____Deafening Critical (3 ki points)(Feat):
_____Greater Penetrating Strike (3 ki points)(Feat):
_____**Perfect Self (0 ki points)(Monk Ability): A monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum. A monk must be 20th level to select this ki ability. Perfect Self is exclusive and cannot be taken if Pure Power or Unbreakble is chosen.
_____**Pure Power (0 ki points)(Monk Ability): At 20th level, the monk forsakes the ideals of the perfect self to become a bastion of the physical and mental virtues monks hold dear. The monk gains a +2 bonus to Dexterity, and +4 bonus to Wisdom. Pure Power is exclusive and cannot be taken if Perfect Self or Unbreakble is chosen.
_____Tiring Critical (3 ki points)(Feat):
_____**Unbreakble (0 ki points)(Ex)(Monk Ability): At 20th level, the monk sets aside many of the frailties of mortal flesh. He becomes immune to death effects and stunning. He is not subject to ability damage or ability drain, and has a 75% chance of ignoring the extra damage dealt by critical hits and sneak attacks. Unbreakble is exclusive and cannot be taken if Pure Power or Perfect Self is chosen.


From the way I'm reading it, it seem that a monk could put on a suit of light armor and fuse with it and not loose access to any of their monk abilities, and only the time the armor is worn and not fused would limit access to those abilities.

Is this how others have read this as well, or is my interpretation wishful thinking of a sort?