Ekubus

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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber. 127 posts. No reviews. 1 list. No wishlists.




Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Any suggestions for displaying the poster maps from the Map Folios? Storage has been easy since they fold down into paper size, but I still haven't found a great way to display a map during gaming. My wants are to set a map up as something the players can view without taking up the play area since these tend to be regional/city poster maps instead of gaming maps. Hanging is an alright option, but I would prefer a way to lean it up against a wall since I sometimes run games at other places than my own.

I have tried a 24x36 toploader. Unfortunately at that size they are not rigid (despite Ultra Pro claiming theirs are), so they could be hung but don't have a built in way for that. There are of course frames for that size poster but I'm trying to avoid anything too expensive or difficult to swap out maps in between sessions. MCS makes decent affordable poster frames in the smaller sizes, but at the size large enough for the map folios they are no longer solid pieces and tend to fall apart.

What have been your solutions? Even ones that don't fit my thoughts above since I'm curious how others use them.

Scarab Sages

I am a full supporter of the Church of Gom-Gom


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

One of my players is an alchemist of the reanimator archetype. The concept is flavorful and I like some of the fun that can be had in our campaign. After a few sessions my feeling is the archetype gives up too much for and over values the undead creating spells. Giving up a single level of bomb damage for the individual extracts might be worthwhile, but reducing damage to d4's with no other exchange feels harsh.

So here were my thoughts on an alternate. A single new ability that replaces a few others rather than bomb damage. The first four spells overlap to an intentionally great degree. The restriction of touch and a single creature makes animate dead less efficient than a Cleric or Wizard of equal level but does open up variant undead. Even as a 5th level extract Create Undead comes in later than for cleric/wizard. No Greater Create Undead since that was for incorporeal undead which was restricted. Temporry Resurrection seemed like a fun idea for a reanimator to play with.

What do people think?

Reanimate: At 2nd level and every 3 levels after the reanimator adds a specific spell to their alchemist formulae book. When using these spells as extracts, rather than drinking it, the reanimator injects the extract into a single corpse with a range of touch.

2nd Level - Grasping Corpse (1st level extract)
5th Level - Lesser Animate Dead (2nd level extract)
8th Level - Animate Dead (3rd level extract)
11th Level - Torpid Reanimation (4th level extract)
14th Level - Create Undead (5th level extract)
17th Level - Temporary Resurrection (6th level extract)

This replaces Poison Resistance +2, Poison Resistance +4, Poison Resistance +6, and Persistent Mutagen.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

We have a dagger using Rogue in our group that often throws daggers. Next session we intend to convert him over to Unchained Rogue. With his 18 dexterity and no strength he will suddenly find himself an effective TWF dagger fighter. However Rogue's Finesse only applies in melee. Personally I could see it reasonably working well on thrown weapons, perhaps only within 30'? What do other people think? Are there combinations that could make Dexterity to thrown weapon damage overly good?


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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor.
This replaces the weapon and armor proficiency Gunslingers normally receive.

Replacing firearm proficiency with the exotic crossbows gives interesting options for the Bolt Ace. Hand and the Repeaters give a few options, even if the Repeaters are largely unnecessary. Launching, Crank, and Underwater give 'tricks' or overcome terrain. Double Crossbow cannot be abused with Inexplicable Reload since it still takes a swift action to reload both bolts, making the regular Crossbows better DPR options.

Crossbow Training (Ex)
Starting at 1st level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well.
This ability replaces Gunsmith and Gun Training.

I applied the Guns Everywhere option for Gunslingers since having a free firearm and firearm crafting capability does not make sense. Crossbows are still weaker weapons than firearms, so I think this is a good trade off. This is a huge boon for starting Bolt Aces and those taking a dip to be crossbow enthusiasts. A bow archer will in general still have higher damage, but a Bolt Ace will crit more often and be less MAD.

Grit (Ex)
A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. In Grit feats bought apply their effects for crossbows instead of firearms. This ability modifies the grit class feature.

I thought I would make it explicit that Grit feats work for the Bolt Ace, to provide extra options. Most of the feats will work just replacing 'firearms' for 'crossbows.' Deft Shootist is largely covered by new deeds, which I am fine with. Named Bullet still requires Gunsmithing and I am okay losing out on that feat for Bolt Ace usage. Maybe make an alternative feat. Secret Stash Deed would also still not be usable, but doesn't overcome an issue that is as big for crossbows as it is for firearms.

Deeds
A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death's shot, and stunning shot.

The bolt thrower swaps the following deeds.

Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point.

This deed replaces deadeye.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

This deed replaces quick clear.

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

This deed replaces utility shot.

Distracting Shot (Ex): At 7th level, a bolt ace can spend 1 grit point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round.

This deed replaces startling shot.

Vigilant Shooter (Ex): At 11th level, as long as a bolt ace spends 1 grit point when she does so, she does not provoke attacks of opportunity when firing a crossbow.

This deed replaces expert loading.

Inexplicable Reload (Ex): At 11th level, loading a crossbow becomes unthinking and automatic for a bolt ace. As long as she has at least 1 grit point, she always starts each round of combat (even a surprise round) with her crossbow loaded. Also the amount of time needed to reload a crossbow decreases by one step: a standard action becomes a move action, a move action becomes a swift action, a swift action becomes a free action, and a free action becomes not an action.

This deed replaces lightning reload.

Pinning Shot (Ex): At 15th level, the bolt ace can spend 1 grit point while shooting a crossbow and attempt to pin down its target with the bolt. If the crossbow attack hits, it pins the target to a nearby object, to a wall, or to the ground, entangling and staggering the target. While pinned by the bolt, the target cannot move out of its space until it takes a standard action to free itself from the pinning bolt, except by means of teleportation.

This deed replaces menacing shot.

I made no additional changes to the already changed deeds. Personally, I think Vigilant Loading and Vigilant Shooter could already be covered by Deft Shootist, but it is nice not to need two other feats first. How firearms and the Bolt Ace target touch AC easily is not a big like of mine, but I was keeping this a minor revision as close as possible to what seems to be the intention behind Bolt Ace.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

So I did not come into the S&S subscription until last week, so was able to pick up the promos starting with Adventure Deck 2 but have missed on the six promos with the Character Add-On Deck. What are the best ways to find the other promos? I see Goblin Keelhaulin', Goblin Weidling, and Mogmurch going for around $10 each on EBay. I see Ranzak on Paizo for $4. If I were to order the Character Add-On Deck through Paizo is there a chance they may toss in the older promos I missed? Just curious as I love the flavor the promo cards add.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Here is something I have been working on to change monk. When I first saw Rage Powers and Rogue Talents I was surprised monks were not revised with a similar power progression. A few of the bonus feat Disciplines I am considering dropping or at least making a part of specific archetypes. Bonus feats are in general replaced by Monk Disciplines. This version of Unarmed Strike and Flurry is closer to 3.5 than to Pathfinder, and with less penalty on the extra attacks. Perhaps the attacks should be 2 3 4 5 without increased cost instead of 2 4 6 cheaper. They also gains a Weapon Training effect and Wisdom modifier to monk combat. This generally catches the monk up to full BAB classes. Ki Pool is gained right off but is also a limiter on Flurry. Overall the monk is intended to have options in combat, while having a chance to be more deadly, defensive or skillful as the monk furthers on his path to perfection as they so define it. A monk only gets 6 instead of 8 of the high level abilities a normal monk gains, but can choose among them and a few others.

Please let me know what you think and what parts break the game. Also included is a new variation of Monk's Robe that is intended to be the Magic Weapon for monks instead of Amulet of Mighty Fists which is designed more with Natural attacks in general.

Special Ability Progression:

Level Special
1st Fitness, Ki Pool, Ki Avoid +2, Ki Flurry -2, Ki Focus
(Defenses) +1, Ki Rush (+10), Ki Strike, Philosophy
2nd Monk Discipline
3rd Ki Avoid +3, Ki Flurry -1, Ki Focus (Offenses), Ki Rush +15,
Ki Strike (Swift Action)
4th Monk Discipline
5th Ki Focus +2,
6th Monk Discipline
7th Ki Avoid +4, Ki Flurry (Improved) Ki Rush +20, Ki Strike (Free Action)
8th Monk Discipline
9th Ki Focus +3,
10th Master Disciplines, Monk Discipline
11th Ki Avoid +5, Ki Flurry -0, Ki Rush +25, Ki Strike (Lawful)
12th Monk Discipline
13th Ki Focus +4,
14th Monk Discipline
15th Purity of Soul, Ki Avoid +6, Ki Flurry (Greater), Ki Rush +30,
Ki Strike (Adamantine)
16th Monk Discipline
17th Ki Focus +5
18th Monk Discipline
19th Ki Avoid +7, Ki Flurry (Supreme), Ki Rush +35, Ki Strike
(Ghost Touch)
20th Monk Discipline, Perfect Self

Unarmed Damage and Movement Progression:

Level Unarmed Damage Fast Movement
1st 1d4 10
2nd 1d4 10
3rd 1d4 10
4th 1d4 20
5th 1d6 20
6th 1d6 20
7th 1d6 20
8th 1d6 30
9th 1d6 30
10th 1d8 30
11th 1d8 30
12th 1d8 40
13th 1d8 40
14th 1d8 40
15th 1d10 40
16th 1d10 50
17th 1d10 50
18th 1d10 50
19th 1d10 50
20th 2d6 60

1st Level and Improving Features:

Fast Movement (Ex) At 1st level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Pool (Su) 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. A monk begins with the powers of Ki Avoid, Ki Flurry, Ki Rush, Ki Strike and gains additional powers that consume points from his ki pool as he gains monk disciplines. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. All powers that require a monk spend or have points in his ki pool cannot be used in armor, when carrying a medium or heavy load, or when when helpless.

Ki Avoid (Su) As a swift action, a monk can spend 1 point from his ki pool to give himself a +2 dodge bonus to AC for 1 round. This increases by +1 at 3rd level and for every four levels beyond 3rd.
Ki Focus (Su) As long as a monk has at least 1 point in his Ki Pool he gains a bonus to AC and CMD equal to 1 + his Wisdom modifier (minimum 1). At third level this bonus is added to attacks, combat maneuvers, and damage with an Unarmed Strike or a special monk weapon. At 5th level this bonus increase by +1 and an additional +1 for every 5 levels beyond 5th.

Ki Flurry (Su) As a full round action, a monk can spend 1 point from his ki pool to make two attacks at his highest attack bonus with a -2 penalty. All attacks must be with an Unarmed Strike or weapons with the monk special trait but each attack in this action can be from Unarmed Strikes or monk weapons interchangeably. At third level this penalty decreases to -1. At seventh level the monk spend 2 points to make four attacks when using Ki Flurry (Improved). At eleventh level the penalty is completely removed. At fifteenth level the monk may spend 3 ki points to make six attacks when using Ki Flurry (Greater). At 19th the monk only need spend 1 ki point to make six attacks when using Ki Flurry (Supreme).

Ki Rush (Su) As a swift action, a monk can spend 1 point from his ki pool to increase his speed by 10 feet for 1 round. This increases by 5 feet at 3rd level and for every four levels beyond 3rd.
Ki Strike (Su) As a move action, a monk can spend 1 point from his ki pool to make his next attack in this round with an Unarmed Strike or a monk weapon a touch attack. At 3rd level using Ki Strike becomes a swift action. At 7th level, Ki Strike becomes a free action that can be used on any attack. At 11th level all unarmed strike and monk special weapon attacks are treated as lawful weapons for the purposes of overcoming damage reduction as long as he has at least 1 point in his Ki Pool. At 15th level all unarmed strike and monk special weapon attacks are considered adamantine weapons for the purposes of overcoming damage reduction and ignoring hardness as long as he has 2 points in his Ki pool. At 19th level all such attacks are considered ghost touch weapons for the purposes of striking incorporeal or ethereal targets as long as he has at least 3 points in his Ki Pool.
Philosophy (Ex) Monks seek perfection and unity and expresses that quest through a philosophy. At 1st level a monk chooses one Craft, Knowledge or Profession skill that represents his philosophy and gains a bonus equal to half his monk level (minimum 1) on all checks with that skill.
Unarmed Strike (Ex) 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 bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes 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 than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below.


Monk Disciplines As a monk gains experience, he learns a number of disciplines that represent further enlightenment. Starting at 2nd level, a monk gains one monk discipline. He gains an additional monk discipline for every 2 levels of monk attained after 2nd level. A monk cannot select an individual discipline more than once.
Disciplines marked with an asterisk require ki points to be spent or in a monk's ki pool and cannot be used when the monk is using armor, carrying a medium or heavy load, or helpless.
Disciplines:

Acrobatic Master (Su)* As a swift action, a monk with this trick can focus his ki to grant him a +20 bonus on one Acrobatics check of him choice made before the start of his next turn. Using this ability expends 1 ki point from her ki pool.
Combat Discipline A monk that selects this discipline gains a Combat Feat that he qualifies for as a bonus feat.
Darkvision (Su)* This discipline allows the monk to use his ki to enhance his sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour.

Deflect Arrows A monk who selects this discipline gains the Deflect Arrows feat as a bonus feat even if he does not meet the prerequisites for it.

Evasion (Ex) A monk that selects this discipline 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 no armor, not carrying a medium or heavy load, and not helpless.

Slow Fall (Su)* As an immediate action, the monk can slow her descent as if using feather fall. This ability uses her monk level as the caster level. Each use of this ability uses up 1 ki point.
High Jumper (Ex) When a monk with this Discipline makes a high jump, the DC for that jump is half the normal DC. The monk must have the acrobatic master discipline before taking this discipline.
Ki Block (Su)* A monk with this discipline can prevent a creature from using its ki pool. As a free action, the monk may spend 1 ki point after damaging a target to force the target to make a Will save or be unable to spend any points from its ki pool for a number of rounds equal to the monk's Wisdom modifier. The DC of this save is 10 + 1/2 the monk's level + the monk's Wisdom modifier. The number of points in the target's ki pool is unaffected, and abilities that do not require the subject to spend ki still function.
Maneuver Discipline A monk that selects this discipline gains a a bonus feat from the following list even if he does not meet the prerequisites for it. Improved Bull Rush, Improved Dirty Trick, Improved Disarm, Improved Drag, Improved Feint, Improved Grapple, Improved Reposition, or Improved Trip. The monk can select this discipline multiple times.
Monk Crawl (Ex) While prone, a monk with this discipline can move at half speed. This movement provokes attacks of opportunity as normal. A monk with this discipline can take a 5-foot step while crawling.
Purity of Body (Ex) A monk who selects this discipline gains immunity to all diseases, including supernatural and magical diseases.
Slow Metabolism (Ex) The monk has a slower-than-normal metabolism. He can hold his breath for twice as long as normal before needing to make Constitution checks (four times his Constitution score). In addition, whenever the monk is poisoned, the time between saving throws (the poison's frequency) is doubled. Thus, a poison that has a frequency of “1/round for 6 rounds” would instead be “1/2 rounds for 12 rounds.”

Snatch Arrows A monk that selects this discipline gains the Snatch Arrows feat as a bonus feat even if he does not meet the prerequisites for it. The monk must have the Deflect Arrows feat before taking this discipline.

Springing Strike A monk that selects this discipline gain the feat Spring Attack as a bonus feat even if he does not meet the prerequisites.

Stand Up (Ex) A monk with this discipline can stand up from prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foes.
Still Mind (Ex) A monk who selects this discipline gains a +2 bonus on saving throws against enchantment spells and effects.
Style Master A monk that selects this discipline gains a Style Feat that he qualifies for as a bonus feat. A monk may select this discipline multiple times.
Stunning Fist A monk that selects this discipline gain the feat Stunning Fist as a bonus feat even if he does not meet the prerequisites. A monk may use this feat a number of times per day equal to his monk level.

Touch of Serenity A monk that selects this discipline gains the feat Touch of Serenity as a bonus feat even if he does not meet the prerequisites. A monk may use this feat a number of times per day equal to his monk level.

Wholeness of Body (Su)* A monk that selects this discipline can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points of his ki pool.
Wall Climber (Ex) A monk with this discipline gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Master Disciplines At 10th level, and every two levels thereafter, a monk can choose one of the following master disciplines in place of a monk discipline.

Master Disciplines:

Abundant Step (Su) A monk that selects this discipline 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.

Acoss Their Heads (Su)* A monk that selects this discipline can gain extra attacks when using the Spring Attack action. A monk that successfully strikes his first enemy may spend 1 Ki Point to target an enemy not adjacent to the monk to move and attack this second enemy as if using Spring attack and following the same restrictions at the same attack bonus -2. If he strikes his second enemy he may spend an 1 additional Ki Point to target a third using the same rules, and so on targeting more enemies with each successful strike if he spends further Ki Points and increase the attack penalty by -2 each time. These follow the same rules as Spring Attack for provoking attacks of opportunity from any enemy once they are targeted. The total movement from this action still cannot be greater than the monk's speed and requires the monk to move at least 10 feet between each attack.

Defensive Roll (Ex) With this master discipline, the monk can roll with a potentially lethal blow to take less damage from it than he otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the monk can attempt to roll with the damage. To use this ability, the monk must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute her defensive roll—if he is denied his Dexterity bonus to AC, he can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the monk's evasion ability does not apply to the defensive roll.
Dispelling Strike (Su)* As a standard action, a monk can spend 1 point from his ki pool to perform a dispelling strike. The monk makes an attack with his unarmed strike or monk weapon. If the attacks successfully hits and damages the creature or object, it is affected as if by the targeted function of the dispel magic spell against the lowest level spell effect active on the target. The caster level for this ability is equal to the monk's level.
Diamond Body (Su) A monk that selects this discipline gains immunity to poisons of all kinds. A monk must have the Slow Metabolism discipline before taking this discipline.
Diamond Soul (Su) A monk that selects this discipline gains spell resistance equal to his current monk level +10.
Empty Body (Su)* A monk that selects this discipline 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. A monk must select the Abundant Step discipline before selecting this discipline.
Forsake the Earth (Su)* As a move action a monk with this discipline can spend 1 point from his ki pool to move with a fly speed equal to his land speed and good maneuverability.
Improved Evasion (Ex) A monk that selects this discipline has his evasion ability improved. He still takes no damage on a successful reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. Improved Evasion can be used only if a monk is wearing no armor, not carrying a medium or heavy load, and not helpless. A monk must select the Evasion discipline before selecting this discipline.

Quivering Palm (Su)* A monk that selects this discipline 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 spend 1 ki point 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.
Redirect Attack (Ex) Once per day, when a monk with this discipline is hit with a melee attack, he can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the monk, and the creature that made the attack against the monk must make a new attack roll against the new target.

See the Unseen (Su)* A monk that selects this discipline can learns how to see the that which cannot be seen. As a swift action, the monk can affect herself with a see invisibility spell with a caster level equal to her monk level.

Timeless Body (Ex) A monk who selects this discipline 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.

Tongue of the Sun and Moon (Ex) A monk who selects this discipline can speak with any living creature.

Perfect Self At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's 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 or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

New Version of Monk's Robe:

Robe, Monk's
Aura moderate transmutation; CL 5th+
Slot body; Price 500 gp+; Weight 1 lb.
DESCRIPTION
This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has the feat Improved Unarmed Strike, she gains an enhancement bonus to attack and damage as well as possibly magical weapon special abilities to her unarmed strikes. This effect is not conferred on any other form of natural attacks, only unarmed strikes. A Monk's Robe may be enhanced as if a bludgeoning melee weapon. Add the cost of this enhancement to that of the Monk's Robe. The caster level is that of the Monk's Robe, the enhancement level x 3, or any abilities, whichever is higher.
CONSTRUCTION
Requirements Craft Wondrous Item, Improved Unarmed Strike, Ki Pool, plus those of any special abilities; Cost 250 gp + weapon enhancement


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber; Pathfinder Battles Case Subscriber

So I know there have been numerous debates about slings on here. Here I present my attempt to make slings more viable, interesting, and still different than bows.

Special:
Launcher: You can use a launcher weapon to deliver improvised weapons and easily throwable objects as its ammunition. Use the launcher weapon's range and the ammunition's damage and effects when used in this fashion. Non-proficiency penalites apply from both the launcher weapon and the ammunition. A launcher weapon can deliver improvised weapons up to a damage die one less than the standard ammunition for the launcher weapon, and other easily throwable objects as if it had a carrying capacity of 2 lbs modified by size. An item thrown in this fashion increases range penalties by 1 for every 5' below 20' the item normally has for range. Improvised weapons have a range of 10' and increase all range penalties to -4 per increment.

Simple Ranged Weapons
Sling Cost - Dmg 1d3(s)/1d4(m) Crit x2 Range 50' Weight - Type B Special grenade
Bullets, sling (10) Cost 1sp Weight 5 lbs.

Martial Ranged Weapons
War sling Cost 1gp Dmg 1d4(s)/1d6(m) Crit x3 Range 50' Weight - Type B Special grenade
Bullets, sling (10) Cost 1sp Weight 5 lbs.

Exotic Ranged Weapons
Sling staff, halfling Cost 30gp Dmg 1d6(s)/1d8(m) Crit x3 Range 50' Weight 3 lbs. Type B Special grenade

Sling: A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not ready ammunition for, a sling with one hand. Readying ammunition requires a free hand and otherwise follows the rules for the Ready Weapon action.

War sling: A war sling is a reinforced leather cup or net pouch attached to a pair of braided cords. Your Strength modifier applies to damage rolls when you use a war sling, just as it does for thrown weapons. You can fire, but not ready ammunition for, a war sling with one hand. Readying ammunition requires a free hand and otherwise follows the rules for the Ready Weapon action.

Sling staff, halfling: Made from a specially designed sling attached to a short club, a halfling sling staff can be used by a proficient wielder to devastating effect. Your Strength modifier applies to damage rolls when you use a halfling sling staff, just as it does for thrown weapons. You can fire, but not ready ammunition for, a halfling sling staff with one hand. Readying ammunition requires a free hand and otherwise follows the rules for the Ready Weapon action.

A halfling sling staff can launch easily throwable objects as if it had a carrying capacity of 6 lbs, modified by size.

A halfling sling staff can be used as a simple weapon that deals bludgeoning damage equal to that of a club of its size. Halflings treat halfling sling staves as martial weapons.

Power Shot
You can add momentum to your ranged attacks.
Prerequisite: Str 13, Point Blank Shot
Benefit: When you move at least 10' in a round prior to making a ranged attack, add half (50%) of your strength modifier to the damage. This only applies if you can normally add your strength modifier to the damage of the ranged attack.
Special: When using a weapon with a strength rating, such as a composite bow, only add half (50%) of your strength modifier or half (50%) of the strength rating, whichever is lower, to the damage.