Wizard

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Other than a manual and wish spell, what else can give a character an inherent bonus, as per the official rules?
And also, what other possible sources of inherent bonuses do you personally houserule as being available, and at what price?


A friend expressed his desire to play a poisoner in my game, so I wanted to see how they work and so on... Yeah, they don't work. So I thought I'd change that.
Without pasting up twelve pages of text and wasting precious time screenshotting the various tables, I'll just post a ling to my work here. First off, the Poisoner. Once I was halfway through with it, I realized that poisons are really clunky, unstandard, somewhat awkward to use, etc. So I redid Poisons as well.

After working on those, I saw that alchemy and non-caster crafting as a whole needed some help, so that is going to be my next goal. Craft (alchemy) will have four feats attached, divided among the main ways to practice alchemy. First off, there's Poisons. That one is done. My next project is Substances, which would include explosives, acids, glues, etc. After that is done, I want to work on Concoctions, which would include healing poultices and potions, buffs, permanent stat increases, etc. Finally, there would be Materials, which would focus on temporary and permanent transmutation of metals, weapons, things like that. Like the poisoner above, certain classes would get the requisite crafting feat and/or crafting mastery for free early in their development.
I want to create a solid, consistent system that is a valid alternative to the "magic does everything" system that we have now.

How do you like the poisoner and poisons so far? Do you have any advice for the rest of my goals?


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Ladies and gentlemen, The Boz proudly presents...

The Wild Mage

A full arcane caster that is barely in control of his own powers, the Wild Mage does not study magic like a Wizard, nor does he awaken ancient powers from within like a Sorcerer. Wild Mages are people that have just had magic happen to them. Wild magic. An old and forgotten source of arcane power that was not used for hundreds, if not thousands of years, and for good reason.

Role: Wild mages are potent, if somewhat unpredictable or undependable, spellcasters. Saying they learn spells at a slow rate is not exactly accurate, as they have new spells just... happen to them, with almost no study, concentration, effort or control on their part. However, wild magic draws power from one of the most potent of arcane sources, and wild mages, living conduits to these unknown sources, benefit greatly from this. They can unload an impressive torrent of arcane energies before being exhausted.

Alignment: Any. Wild mages of different alignments or character traits view their... talents in different ways.

Hit Die: d6

Starting Wealth: 1d20 × 1d20 gp. Wild mages come from all walks of life, and commoner and lord alike has no control of where and when the "talent" will take root. Additionally, each character begins play with an outfit worth 10 gp or less.

Armor & Shield Proficiencies: None. When wearing armor or using a shield, the wild mage experiences more extensive penalties than other arcane spellcaster. In the case of spells with somatic components, in addition to the spell failure chance, an armor or shield also increases the Wild Manifestation chance by an equal amount.

Weapon Proficiencies: All simple weapons.

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.

The Wild Mage Table

Spells: A wild mage casts arcane spells drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a wild mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wild mage's spell is 10 + the spell level + the wild mage's Charisma modifier.

The wild mage needs no special meditation, preparation or prayer to gain his spells per day; a racially appropriate full rest is enough. He also ignores the requirement for all focuses and material components with a value of 1 gold piece or less. He ignores the requirement for all focuses and material components with a value of 100 gold or less, but his wild manifestation chance increases by a value equal to the gold value of components or focuses required. The wild mage can never learn to cast a spell that has a focus or material component with a value of over 100 gold.

Like other spellcasters, a wild mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table below. In addition, he receives bonus spells per day if he has a high Charisma score.

Spells per day

Wild Spell: A wild mage's selection of spells is both extremely limited and not fully in his control. To learn a spell of a level that he could cast, a wild mage needs to use his Spell Set and Wild Spell. A Spell Set is a list of three spells of the same level. To learn a spell from that list, the wild mage must gain a Wild Spell of the appropriate level, and then roll a d3 to determine the spell he learns from the Spell Set. Once he learns a spell, he removes the spell from the set and adds another spell to that Spell Set.
Even though the wild mage has no spellbook, and learns a fairly small number of spells to cast, the wild mage player should always keep a list of all his spells and Spell Sets, even if he can no longer roll to learn from them.

The wild mage begins play knowing four 0-level spells and one 1st-level spell. All of these spells must be rolled for by using the four 0-level and one 1st level Spell Sets that he gains at 1st level. At each new wild mage level, he gains one or more new spells, as indicated on table The Wild Mage. Unlike spells per day, the number of spells a wild mage knows is not affected by his Charisma score; the spells he knows for each level are fixed. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the wild mage has stumbled upon through some unknown arcane process.

Wild Manifestation: Even learned wizards have difficulty understanding wild magic, to say nothing of using it. The fact that a wild mage can tap into this arcane source is a small miracle in itself. But this power does not come without cost. With each spell cast, the wild mage risks a surge of arcane power that can have terrible consequences. With each casting, a wild mage has a 30% chance of causing a Wild Manifestation of the appropriate level. If a manifestation occurs, roll a d10 to determine the effect using the appropriate table from the ones below. Unless a manifestation result specifically notes otherwise, it does not interrupt the wild mage's spellcasting.

0 and 1st level Wild Manifestation Table

2nd and 3rd level Wild Manifestation Table

4th and 5th level Wild Manifestation Table

6th and 7th level Wild Manifestation Table

8th and 9th level Wild Manifestation Table

The mere act of trying to cast a spell is often enough to manifest this chaos on the material plane; the spell doesn't have to be completed to have a chance of manifesting the random effect. Note that all effects that could cause the Wild Manifestation chance to increase are cumulative. If the chance exceeds 100%, a manifestation is guaranteed to happen, and there is a chance equal to the manifestation chance minus 100 that the effect will be automatically escalated.

Wild Crafting: The wild mage's arcane powers are chaotically tainted beyond repair. In addition to spells, this also shows in any equipment the wild mage tries to craft. Wands, scrolls, potions and similar magical items that a wild mage crafts will have a 30% chance of causing a Wild Manifestation, regardless of who uses them. Magical equipment such as armor and weapons has a 30% chance to have one of the effects rolled for using the table below.

Crafting Manifestation Table

Control Pool: The wild mage is not without means of shaping, directing or defending himself from the manifestations of wild magic he causes. He starts with a Control Pool that has several uses and fully replenishes after rest. The pool has a number of points equal to the wild mage's level + his Charisma modifier, rounded up.
The wild mage has two methods of restoring his control points, but they can never go above their maximum. The first method is showing control and discipline when using his magic. If he casts three spells in a row with no wild manifestation occuring, he regains one control point, and one additional control point for each additional spell with no wild manifestation. The second method is completely giving in to the arcane torrents, and allowing wild manifestations to roam freely. Any time the wild mage casts a spell without a wild manifestation, he can voluntarily cause one and regain one control point. In either case, only spells of level 1 or above count; cantrips are too simple to achieve the desired effect.
The first use of the control points is to suppress a wild manifestation after it becomes clear that one is about to happen. This costs a number of points equal to the manifestation's level (1 for 0 and 1st level spells, up to 5 for 8th and 9th level spells).
Control points also allow the wild mage to escalate or deescalate a wild manifestation after it becomes clear that one is about to happen. This costs a number of points equal to the manifestation's intended level. In either case, the wild mage does this after the effect has been determined, and only the table and the effect is exchanged.
Example: if a 4th level spell results in a wild manifestation, and the result of the d10 is 4 (additional wild manifestation chance), the caster has an option to either suppress the effect (so that no manifestation happens) by spending 3 control points, deescalate it (target gains save bonuses) by spending 2 control points, or escalate it (caster is healed for 4d6 hit points) by spending 4 control points.
A manifestation can only be voluntarily escalated or deescalated once. Using the control points is a free action taken during the spellcasting process, and required no extra effort or concentration.

Adapted to Wild Magic: The wild mage has enjoyed the gifts or suffered the consequences of his unique ability for a long enough time to learn how to deal with the phenomenon. Wild Magic Fields not only fail to affect him in a negative way, but they increase the effective caster level and DCs of all his spells by 1.

Wild Power: At level 3, the wild mage has begun to tap into the pool of uncontrollable energies for long enough to become deeply affected by it. His effective caster level is permanently lowered by 1, but when casting spells or crafting, it is increased by 1d2 for that spell or attempt, rolled every time he casts a spell. The effective caster level penalty increases every time the Wild Power increases as well, becoming -2/+1d4 at level 7, -3/+1d6 at level 11, -4/+1d8 at level 15 and finally -5/+1d10 at level 19.

Spell Manifestation: From level 4 onward, the wild mage has learned to open himself up to a powerful flow of uncontrolled arcane energies in order to cast a spell that he doesn't really know how to cast. By using Spell Manifestation, the wild mage can, as a free action, roll a d3 for a chosen Spell Set level and gain the resulting spell temporarily. The wild mage must begin to cast this spell within a minute of gaining it, and the casting of it has an additional 100% wild manifestation chance. Spell Manifestation can not be used to gain spells from his currently active Spell Set, IE the highest level of spells the wild mage can cast.

Wild Metamagic Feat: At 5th, 10th, 15th and 20th level, the wild mage can take any metamagic feat that he has the prerequisites for. Metamagic feats gained this way do not increase the casting time to full-round actions, but instead increase the manifestation chance by 65%. For the purposes of the manifestation tables, the spell's original level is taken into account, and not the spell level modified by a metamagic feat.

Wild Defense: When gaining this ability, the wild mage must select either his AC, Fort, Ref or Will save. After that, any time he needs to, but only once per round, he can gain a 1d6 bonus to his chosen defense. Doing so increases his next spell's wild manifestation chance by 100%. The wild mage can only have one manifestation chance increase from Wild Defense, and he can't use Wild Defense again if he has it.

Redirect Manifestation: With this ability, the wild mage gains another use of his Control Pool. He can change the target or location of any wild manifestation he caused to any other target or location within 60 feet of himself as a free action that costs a number of points equal to the manifestation's level.

Persistent Wild Magic: When entering an antimagic field, the wild mage needs to try hard not to let the arcane energies burst forth into the field like water through a dam. Any antimagic field he enters instead becomes a wild magic field. This effect can be suppressed as a standard action.

Forceful Wild Magic: Whenever the wild mage is a target of a spell, or is inside a spell's target area, the caster is affected as if he was inside a Wild Magic Field. The wild mage is unaffected by this ability, and it can be conciously suppressed by the wild mage as a standard action.

Multiply Manifestations: Whenever the wild mage causes a manifestation to happen by casting a spell, he can not only redirect it at one target, but also multiply it and send the manifestation to several targets within 60 feet of himself. In addition to the number of control points expended for the Redirect Manifestation ability, the mage also spends one additional point per each target after the first that a manifestation has been redirected to.

Anyspell Manifestation: At level 18, the wild mage can attempt to force a torrent of arcane energies into any magical shape he knows to exist as a standard action. Instead of attempting to gain a spell from a Spell Set as if using Spell Manifestation, he chooses one spell that is neither on the list of his spells known, or on any of his Spell Sets, but is on the sorcerer/wizard spell list. He has a 50% chance of gaining that spell as per Spell Manifestation. Failure generates a manifestation of the appropriate level. He can attempt this any number of times per day, but each spell can only be attempted once per day, and the ability can only succeed once per day.

Wild Magic Aura: At level 20, the wild mage has become a fissure of uncontrollable energy, radiating a wild magic field in a sixty foot radius around himself. This ability can be suppressed or reactivated by the wild mage as a standard action. If the aura is destroyed or removed through powerful magics, such as Mage's Disjunction, it will reform the next day.

New feats and items: Below are explanations of the new feats and magical items that the wild mage can use, or that could appear in a world where wild magic is present.

Extra Wild Spell: This feat allows the wild mage to learn one more spell from the Spell Set that is no longer active, as if he gained a Wild Spell of the appropriate level. This feat can be taken several times, but no two Extra Wild Spells can be for the same Spell Set level. Requires level 4 Wild Mage.

Extra Control: This feat allows a wild mage to increase his control pool by 4 points. It can be taken several times, and the effects stack. Requires the Control Pool class feature.

Extra Spell Manifestation: This feat grants you one additional use of the Spell Manifestation ability per day. It can be taken several times, and the effects stack. Requires the Spell Manifestation class feature.

Extra Wild Defense: This feat grants the wild mage the ability to choose another type of defense when using Wild Defense, and he can activate both types in the same round. This feat can be taken up to three times, granting another type of defense each time. Requires the Wild Defense class feature.

Greater Wild Defense: This feat increases the Wild Defense bonus to 1d10. Requires the Wild Defense class feature.

Wild Penetration: You gain +1d4 to caster level checks to beat a target's spell resistance. Wild mages can not take Spell Penetration. The Greater version of this feat increases the bonus to +1d8.

Stone of Control: A magic item created by powerful mages to defend themselves from wild magic fields. Wearer is immune to all effects of a wild magic field or similar ability, such as the wild mage's Forceful Wild Magic, but not to wild manifestations themselves. Wild mages that use this item can not cast spells or use any of their class features; they are effectively cut off from their arcane power. Stones are available in the form of necklaces or crowns for willing users, and strong collars or cuffs for the unwilling ones.
Price: +2; Crafting Requirements: Craft Magic Arms and Armor, Resilient Sphere; Aura: moderate abjuration; CL: 7

New spells: When gaining a Wild Spell of the appropriate level, the wild mage can choose to gain one of these spells automatically instead of rolling for a new spell known.

Lesser Wild Goading, Wild Goading, Greater Wild Goading: These spells, available at spell levels 1, 3 and 5, restore 1, 2 or 3 points of the caster's control pool when cast. Additionally, each of these spells has manifestation chance increased by 100%, and the resulting wild manifestations can not be suppressed.

Wild Magic Field: This spell creates a wild magic field. As a spell, it functions as Antimagic Field, and is added to the sorcerer/wizard list at 6th level, to the cleric/oracle list at 8th level and might replace Dispel Law in the Chaos domain list.
A wild magic field is an area where normal magic is intertwined by unknowable and uncontrollable forces. Passive enchantments on magical items are unaffected, but spell casting, supernatural abilities, magical potions, wands, scrolls and items that can be used to cast spells are. Such things suffer a 30% chance of causing a wild manifestation when used. Extraordinary abilities are unaffected. Magical items crafted by wild mages do not suffer from the ill effects; instead, each time they are used, they have a 30% chance of the magic being twice as effective or lasting twice as long, even if they are taken outside the field. When cast by a wild mage, this spell restores 4 points of the caster's control pool.

Well, that's about it. If you like tier 3 full casters, randomness and rolling lots of dice, you are probably going to like this guy. Do you have any comments or critique? I want to get a discussion going.


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For those players that feel that Fighter is somewhat lacking in certain circumstances, here's a quick and simple fix that's easy to apply.
Note: I only listed changes here. The rest of the fighter functions exactly as it does right now.

The Fighter Fix

Skill Ranks Per Level: 4 + Int modifier

Fighter Fix Table

The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
(same as they are right now, this is just a reference)

Career: At level 1, a Fighter chooses one of the various possible careers that he pursued earlier in life. This choice can not be changed.
Diplomat - Gains Knowledge (nobility) and Diplomacy as class skills.
Mercenary - Gains Appraise and Sense Motive as class skills.
Surgeon - Gains Heal and Perception as class skills.
Wanderer - Gains Knowledge (geography) and Linguistics as class skills.
Mageling - Gains Knowledge (arcana) and Use Magic Device as class skills.
Gambler - Gains Bluff and Sleight of Hand as class skills.
Entertainer - Gains Acrobatics and Perform as class skills.
Historian - Gains Knowledge (history) and Knowledge (local) as class skills.
Spy - Gains Disguise and Escape Artist as class skills.
Preacher - Gains Knowledge (religion) and Knowledge (planes) as class skills.
Burglar - Gains Stealth and Disable Device as class skills.
Hermit - Gains Heal and Knowledge (nature) as class skills.

Resilience: At level 1, a fighter chooses either Reflex or Will saving throws to gain the good progression. This choice can not be changed.

Improvise: A fighter of 2nd level and higher can use broken equipment without penalties. If the item in question is a weapon or a suit of armor that the fighter is proficient with, he gains a bonus equal to half his level to any check made to repair the item.

Armored Skin: At 3rd level, the fighter has learned to angle his armor in just the right way in order to absorb blows. He gains damage reduction 1 against all physical attacks when wearing light armor, 2 when wearing medium armor, and 3 when wearing heavy armor. Weapons that have an enchantment higher than the armor's enchantment will bypass this damage reduction. This damage reduction does not function in situations in which the fighter loses his armor or dexterity bonus to AC.

Quick Study: When checking to see if the fighter qualifies for a feat that has a BAB requirement, treat the fighter's BAB as 1 higher than it actually is. The effect of this ability, gained at level 4, increases by 1 at levels 8, 12 and 16.

Shake It Off: After a fighter fails a saving throw against an ability which causes a condition, he can spend a move action on his following turn and try the saving throw again. He is only given this one additional chance. Conditions affected are Shaken, Fatigued, Dazzled, Sickened and Deafened.

Aggressive Charge: When a 6th level fighter charges a creature that is within his movement speed, he can instead perform an Aggressive Charge. The fighter gains no attack bonus for this charge, and he takes a -4 penalty to his AC until the start of his next turn, but he can perform a full attack action against this target.

And there we have it. Skill points make him as smart as a barbarian, he learns a couple of new skills in a fluffy way, one of his saves gets a boost which replaces the bravery bonus, he gets a bit tiny bit tankier in combat, he can punce without feat expenditure, and then gains a few really small but really neat perks, just so he can feel good about himself.
Any thoughts or comments? Please, I want some feedback on this.


Ladies and gentlemen, The Boz proudly presents...

The Monk 2.0

A hopefully functional and completely viable Monk. My main goal here was making the monk an actually capable and versatile character with many tactical options. You will notice that he lost several of his signature abilities, but he gained a number of bonus feats through which he can customize his playing style. He is now a full BAB martial damage dealer, he gained several options to lessen his MAD problems, and I folded several Pathfinder Monk archetypes into optional feats, giving the player the ability to adapt to several situations and be a contributing member of the party on more occasions. As far as tiers are concerned, I am aiming for the middle or low tier 3 with this homebrew class.
So, let's dive in, shall we?

Hit die: d8.

Alignment: Any Lawful.

Starting Wealth: 1d6 x 10 gp (average 35gp). In addition, each character begins play with an outfit worth 10 gp or less.

Armor & Shield Proficiencies: None. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Weapon Proficiencies: battle poi, brass knuckles, cestus, chakram, club, composite longbow, composite shortbow, dagger, flying talon, handaxe, javelin, kama, longbow, nunchaku, quarterstaff, rope gauntlet, sai, shortbow, shortspear, short sword, shuriken, siangham, sling, spear, spiked chain, starknife, temple sword, thorn bracer and throwing knife.

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Points: 4 + Int modifier.

The Monk 2.0 Table

Abilities Explained: An explanation of the above mentioned features and abilities. If a particular item does not appear below, it functions exactly as it does right now in Pathfinder.
Flurry of Blows: Starting at 1st level, a monk can make a flurry of blows whenever he performs an attack, executes a combat maneuver or uses Focused Fist or any similar ki or special standard action attack during his turn. For each attack in a full-attack action, or for each special attack or maneuver, he gains one attack with the same weapon and executed using the same BAB as the attack that allowed it. Functionally, this is similar to two-weapon fighting, but flurry of blows attacks use the monk's full Strength bonus, and further dual wielding penalties do not apply. While using flurry of blows, a -2 penalty applies to all attacks or maneuver rolls done in that round. Only unarmed strikes and special monk weapons can be used to trigger or attack through flurry of blows.
Ki pool: At 1st level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level (minimum 1) + his Wisdom modifier. The ki pool is replenished each morning after 8 hours of rest or meditation. A monk can spend a maximum number of ki points equal to his Wisdom modifier in a single round, or he can use just one unmodified ki power whose ki cost exceeds this value. The monk gains additional powers as he gains monk levels or obtains specific feats. Unless otherwise noted, activating each ki power is a swift action, and can only be done once per round.
He can spend 1 ki point to make one additional attack at his highest attack bonus whenever he performs a full-attack action. This attack acts like a flurry of blows; it has a -2 attack penalty and can not generate a flurry of blows follow-up.
By spending 1 ki point, he can increase his movement speed by 20 feet for 1 round.
A +4 dodge bonus to AC for 1 round can be obtained as a swift action by spending 1 ki point. This ability can be used as an immediate action, but is half as effective.
A +4 bonus to any save for 1 round can be attained as a swift action by spending 1 ki point. This ability can be used as an immediate action, but is half as effective.
The Monk can spend 1 ki point to perform a 5ft step instantly as a swift action. This ability can be used as an immediate action, but only when a creature within 10 feet of the monk moves or performs a 5-foot step.
Unarmed Strike: At 1st level, a monk gains proficiency with unarmed strikes, as well as the 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. 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. Additionally, the monk's damage with unarmed strikes increases to 1d6 at level 1, and continues to increase regularly at levels 4, 8, 12, 16 and 20 as shown in the table above.
Insightful Defense: While unarmored and unencumbered, the monk adds his Wisdom bonus to his AC and CMD. This bonus applies against touch attacks and works while flat-footed, but is lost when the monk is immobilized, helpless, wearing armor or carries any load other than light.

Focused Fist: Starting at level 2, a monk can declare to use Focused Fist as a standard action. This unarmed attack deals normal damage and forces the target to make a Fortitude saving throw (DC 10 + 1/2 character level + Wisdom modifier) or suffer ill consequences. Unless otherwise noted, Focused Fist costs 1 ki point. Only one of the listed effects can be applied with a single Focused Fist, but the target can suffer from multiple effects at the same time.
At level 1, the attack can cause the Stunned condition for 1 round.
At level 5, the target can be Fatigued instead, but this can not be repeated to make the target Exhausted.
At level 8, the target suffers from the Sickened condition for 1 minute.
At level 11, the target can be Staggered for a number of rounds equal to the monk's Wisdom modifier.
At level 14, the target can be outright killed, but this attack can only be attempted once per day and costs 3 additional ki points.
At level 17, the target can be permanently rendered mute, blind, or deaf at a cost of 2 additional ki points.
At level 20, the target can be paralyzed for a number of rounds equal to the monk's Wisdom modifier at a cost of 1 additional ki point.
Evasion: At 2nd level and higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement: At 3rd level, a monk gains an enhancement bonus to his land speed. This starts as +10 feet, and increases by 10 feet every 3 levels, up to a maximum +60 at level 18. A monk in armor or carrying a medium or heavy load loses this extra speed.
Stillness: A monk of 3rd level or higher can choose between Still Mind and Still Body to gain a +2 bonus on either the Will or the Fortitude saving throw. Once done, this choice can not be reversed.
Quickness: From level 3 onwards, the monk can add his positive Wisdom modifier to all initiative checks.

Slow Fall: At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall is equal to 1/2 his level times 10 feet, until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. Unless a fall renders the monk unconcious or brings him to 0 hit points or lower, a monk will always land on his feet.
Disciplined Defense: While unarmored and unencumbered, the monk gains a +1 bonus to his AC and CMD. This bonus increases to +2 at level 8, +3 at level 12, +4 at level 16 and finally +5 at level 20. This bonus applies against touch attacks and works while flat-footed, but is lost when the monk is immobilized, helpless, wearing armor or carries any load other than light.
Additionally, by using 1 ki point, the monk can add his Disciplined Defense bonus as magical weapon enchantment for all attacks he performs in that round. When fighting with enchanted weapons, the values do not stack; the greater is taken into account and the lesser is ignored.

Abundant Jump: At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical and horizontal jumps. In addition, he always counts as having a running start when making jump checks.
By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on his next jump check.
Purity of Body: At 5th level, a monk gains immunity to all natural poisons and diseases.
Ki Strike: As long as the monk has at least 1 ki point available, he can turn his attacks into ki strikes in order to overcome damage reduction or bypass hardness. At level 5, ki strikes are magical. At level 10, they are lawful. At level 15, they are adamantine. At level 20, ki strikes gain the Axiomatic property and deal an extra 2d6 points of damage against chaotic creatures.
Additionally, as long as the monk has at least 1 ki point available, he can count himself as larger than he actually is for the purposes of checking if he can perform a combat maneuver on a given target, but not if a combat maneuver can be performed on him as well. This does not grant the monk a size modifier, and opponents that are larger still regain their full size modifier bonus. At level 5, a medium monk can count as large. At level 10, he can instead count as huge. At level 15, he can count as gargantuan. At level 20, the monk can count himself as colossal whenever he is checking if a particular combat maneuver is valid against a specific target.

Tongue of the Sun: Gained at level 7, allows verbal communication with all humanoids capable of such. This has no effect if the monk himself is incapable of communication.

Purity of Soul: At 9th level, the monk becomes immune to all disease and corruption, including supernatural and magical diseases.

Purity of Self: At 11th level, a monk gains immunity to poisons of all kinds.
Tongue of the Moon: At level 11, the monk can communicate with all living sentient creatures. This has no effect if the monk himself is incapable of communication.

Tongue of the World: From level 13 onward, a monk can communicate with all sentient beings. This has no effect if the monk himself is incapable of communication.

Timeless Body: 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.

Everlasting Body: A monk becomes effectively immortal, capable of living forever if he doesn't fall in combat.

Perfect Body: The monk's body has achieved perfection, and for every ability score with a natural value of 18 or more, he gains 2 ability points to distribute as he sees fit.

Perfect Self: At 20th level, a monk becomes a magical creature. He can choose to count either as an outsider and his race, only an outsider or only his race whenever prompted for the purpose of spells and magical effects. This choice is available regardless of any effects might limit the monk's perception, action or sanity, and is even available while the monk is dead. 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.

Bonus Feats: A monk gains a number of bonus feats as he gains levels. The list of feats expands as the monk gains levels, and a higher-level monk always has the option to take a lower-level feat as well as any feats recently qualified for. Combat feats that specifically appear on this list have no BAB or monk level prerequisite if taken as a monk bonus feat, but all other requirements remain. Feats that are [U]underlined[/U] are only available through using a monk bonus feat, while others are available through normal feats no earlier than the level they appear on this list.

The Monk 2.0 Bonus Feat Choices

New Feats Explained: An explanation of some of the feats listed in the table above. If a particular feat does not appear below, it functions exactly as it does right now.
Scorpion Attack: This 1 ki point power allows the monk to perform a standard action attack that, if successful and the target fails his Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier), will reduce the target's speed to 5 feet for a number of rounds equal to the monk's Wisdom modifier. While affected by Scorpion Attack, a creature can not take 5 foot steps. Scorpion Strike can be performed unarmed or while armed with any monk weapon. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack.
Perfect Attack: This 1 ki point power allows the monk to make one of his attacks in the round a perfect attack by rolling two d20s and choosing the best result. If the die chosen indicates a critical threat, the other die result is used as the confirmation roll. This attack can be performed with any monk weapon and with any bow.
Flurry of Projectiles: Your attacks with any ranged weapon can trigger additional attacks as per Flurry of Blows.
Elemental Fist: When you select Elemental Fist as a feat pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, your attack deals damage normally plus 1d6 + Wisdom modifier points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll, and a failed attack roll ruins the attempt. This ability costs 1 ki point. Only one attack in a round can be an Elemental Fist, but the ability can be used with any sort of attack that deals lethal damage through unarmed strike or a special monk weapon.
Guided Hand: You can replace your Strength modifier with your Wisdom modifier for the purposes of determining your attack bonus. Works only when unarmed or using monk melee weapons.
Zen Archery: A monk with this feat may use his Wisdom modifier instead of his Dexterity modifier on ranged attack rolls.

Maneuver Training: A monk with this feat can never have his combat maneuvers turned against him, and he always gets to turn a combat maneuver upon his attacker if he successfully defends against them. If two monks with this are locked in combat, the never rule takes precedence.
Fuse Style: The monk can have any two styles active at the same time.
Ki Defense: When using ki points to gain a dodge bonus, the effect may be increased to +6, or +3 for immediate action activation, and the duration increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Ki Save: When using ki points to gain a save bonus, the effect may be increased to +6, or +3 for immediate action activation, and the duration increased to be equal to the monk's Wisdom modifier. Doing so costs 1 additional ki point.
Flurry of Opportunity: A monk with this feat gain additional attacks as per Flurry of Blows while executing attacks of opportunity.

Gorgon Attack: This 1 ki point power allows the monk to make a staggering blow as a standard action with any monk weapon or while unarmed. The attack can only be performed on foes that have been slowed or immobilized. The target must succeed at a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) or become slowed as per the slow spell for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Scorpion Attack.
Slow Freefall: You can use your Slow Fall ability without a nearby surface prerequisite. This becomes a supernatural ability.
Ki Shot: A 1 point ki power that can increase the range increment of any bow or thrown monk weapon by 50 feet for a number of rounds equal to the monk's Wisdom modifier.
Extra Ki: Your ki pool capacity increases to be equal your monk level, instead of half. Other bonuses still apply.
Focused Weapon: You can deliver Focused Fist effects with any type of ranged weapon. You must select the weapon type when you take this feat; you may take this feat several times and select a different weapon type each time.
Ki Weapon: As a 1 point ki power, you can replace your weapon's damage dice with your unarmed damage dice for a number of rounds equal to your Wisdom modifier.
Bloody Finesse: While fighting with a ranged weapon or a weapon that can benefit from Weapon Finesse, you can replace your Strength modifier with your Dexterity modifier when determining damage done. Requires Weapon Finesse.
Guided Pain: When fighting with a weapon that can benefit from either Guided Hand or Zen Archery, you can replace your Strength modifier with your Wisdom modifier when determining damage done. Requires either Guided Hand or Zen Archery.
Elemental Weapon: You can deliver Elemental Fist effects with any type of ranged weapon. You must select the weapon type when you take this feat; you may take this feat several times and select a different weapon type each time.
Pain Points: A monk with this feat permanently gains a +1 bonus to attack, damage, critical hit confirmation rolls, CMB and the DCs of all attacks against all living creatures.
Ki Thief: Whenever a monk reduces a living, sentient creature to 0 or fewer hit points, he regains 1 ki point. Requires non-good alignment.
Calm Meditation: This feat allows the monk to enter a meditative state as a full-round action. Doing so lets the monk regenerate one ki point spent earlier. The monk can only use this ability a number of times per day equal to his Wisdom modifier. This ability provokes attacks of opportunity.

Ki Tempest: As a 1 point ki power, this allows the monk to divide all of his melee attacks among multiple targets. A monk can also make his 5ft step between any two attacks without breaking the chain.
Elemental Ki: With this feat, the monk's Elemental Fist damage dice change to his unarmed strike damage dice. Requires Elemental Fist.
Ki Pounce: With this 2 point ki power, a monk can perform a full-attack as a standard action or as part of a charge.
Wholeness of Body: A monk with this feat can heal his own wounds as a standard action. He can heal a number of hit points equal to his monk level + Wisdom modifier at a cost of 2 ki points.
Life Thief: Whenever a monk gains ki from his Ki Thief ability, he also heals a number of hit points equal to half his monk level. Requires Ki Thief.
Hale Meditation: When using Calm Meditation, the monk also heals for a number of hit points equal to his monk level. Requires Calm Meditation.

Medusa Attack: With this 1 ki point power, all your attacks and maneuvers against dazed, flat-footed, paralyzed, staggered, stunned, or unconscious targets automatically become critical threats while natural critical threats are automatically confirmed. Requires Gorgon Attack.
Shadow Body: With this 3 ki point power, a monk can turn invisible for 10 rounds, as per the spell invisibility. This is a standard action.
Wholeness and Swiftness: The monk becomes capable of using his Wholeness of Body ability to heal himself as a swift action. Requires Wholeness of Body.
Healing Hand: The monk can use his Wholeness of Body ability to heal a living creature touched instead of himself as a standard action. Requires Wholeness of Body.
Restoring the Body: While using Wholeness of Body, the monk can remove a condition as well as perform healing. For 1 additional ki point, the following conditions can be removed: Bleed, Confused, Dazed, Dazzled, Fascinated, Fatigued, Shaken, Sickened. For 2 additional ki points, the following conditions can be removed: Blinded, Cowering, Deafened, Exhausted, Frightened, Nauseated, Staggered. For 3 additional ki points, the following conditions can be removed: Energy Drained, Panicked, Paralyzed, Petrified, Stunned, Unconscious. Requires Wholeness of Body.
Mental Perfection: If the monk has a mental ability (Intelligence, Wisdom or Charisma) at a natural value of 18 or more when taking this feat, he immediately gains 2 ability points that he can assign to any other mental ability that is below 18.
Physical Perfection: If the monk has a physical ability (Strength, Dexterity or Constitution) at a natural value of 18 or more when taking this feat, he immediately gains 2 ability points that he can assign to any other physical ability that is below 18.
Greater Style: The monk can have up to three styles active at the same time, and can enter all three styles as a single swift action. Requires Fuse Style.
Abundant Leap: A clearly supernatural act, the monk can perform a 300 foot jump in any direction at the cost of 1 ki point as a move action. While using this power, you are immune to the falling damage of up to 300 feet.
Thief Strike: This ability allows a monk to attack a target as a standard action and trigger his Ki Thief ability if he hits. The attack costs 1 ki point, but this is refunded if the attack connects. Requires Ki Thief.
Elemental Explosion: With this feat, your Elemental Fist attacks result in powerful explosions, if you so choose. These explosions are treated 15' cones, and the elemental damage from Elemental Fist affects all targets within. Secondary targets inside the area of effect may attempt a Reflex saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) to take half damage instead. The attack does not need to hit in order to generate the explosion, but the original target can only make this saving throw if the elemental fist attack missed. Requires Elemental Fist.

Improved Wholeness: By increasing the cost of Wholeness of Body by 1 ki point, the monk can heal a number of hit points equal to twice his monk level + his Wisdom modifier instead. Requires Wholeness of Body.
Essence Thief: Whenever a monk with this ability hits a living, sentient creature with an attack, he heals 1 hit point. If his HP is already at maximum, he instead gains 1 temporary hit point that lasts for one hour. Temporary hit points gained this way can not exceed the monk's level + his Wisdom modifier. The monk can benefit from this ability only when dealing lethal damage. Requires Ki Thief.
Perfect Chain: When using Flurry of Blows as a full-attack action in combat, if the monk successfully hits the same target with every attack, he immediately gains 2 ki points, but may not go beyond his maximum ki pool.
Patient Fist: A monk can set up vibrations within the body of another creature that can thereafter be used to trigger any Focused Fist effect. The effect is chosen and the Fortitude save made at the moment of attack, but the effect can be triggered by the monk at will within a number of days equal to his level. Only one patient activation can be in effect at any given time, and applying another cancels the old one. While an effect is patiently waiting to be activated, the monk is free to use his Focused Fist on this or other targets. Divine spells such as Greater Restoration can be used to remove this effect. The monk is aware if the target has made his save or not, or if the effect is removed.
Defensive Meditation: While using Calm Meditation in combat, the monk gains immunity to attacks of opportunity, sneak attack damage, critical hits and he can not be flanked. Requires Calm Meditation.

Cockatrice Attack: This 1 ki point power allows the monk to petrify flesh as a standard action attack with any monk weapon or while unarmed. The attack can only be performed on foes that are paralyzed, staggered, stunned, or unconscious. If the attack results in a critical hit, the target can attempt a Fortitude saving throw (DC 10 + 1/2 attacker's level + attacker's Wisdom modifier) in order to ignore the effects. This supernatural polymorph effect is permanent, but the monk can touch the stone and expend an additional ki point in order to end it. On a successful save, or if the attack failed to generate a critical hit, the target is slowed and immobilized for a number of rounds equal to the monk's Wisdom modifier. For feats and abilities that modify the Focused Fist ability, this counts as a Focused Fist attack. Requires Medusa Attack.
Glass Body: With this feat, a monk can become invisible as per the spell greater invisibility for 10 rounds. This costs 3 ki points. This is a standard action. Requires Shadow Body.
Ki Sacrifice: With this ability, a monk can perform an hour long ritual that is capable of bringing a person back from the dead as if using the spell raise dead. This ability drains the monk of all ki, and costs a minimum of 6 ki points, but otherwise has no material components. The monk requires full 24 hours of rest before his ki pool replenishes after using this ability. Requires Healing Hand.
Sure Fist: If a combat maneuver attempt, Focused Fist or Elemental Fist attack misses or is resisted while using Flurry of Blows, you can immediately attempt it again with the additional attack granted by Flurry of Blows at no additional cost.
Abundant Step: 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 3 points from his ki pool. The range of the ability is fixed at 600 feet. The monk does not take damage when materializing within an object; he is simply moved to the nearest available space. He cannot take other creatures with him when he uses this ability, and he can only carry a light load with him, no larger in volume than he is. After using the ability, he is free to act normally.
Ki Penetration: For 2 ki points, a monk with this ki power can ignore any protective spells on the target if their combined level is lower than the monk's level. This effect lasts for 1 round.
Diamond Soul: The monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. The monk can willingly suppress or reactivate his spell resistance as a standard action.

Protective Meditation: Whenever the monk fails a saving throw against a death effect, charm, domination, illusion or similar spell, he can enter a meditative stance and be treated as if he passed the saving throw. The meditative stance lasts a number of rounds equal to the spell's level - the monk's Wisdom modifier, down to a minimum of 1 round, and the monk can perform no actions while meditating, but no penalties to his defensive capabilities apply. Exiting the meditative stance early will immediately cause the spell resisted to come into full effect. If he still has uses of Calm Meditation for the day, he can count as using one when this ability is triggered. Requires Calm Meditation.
Resistant Ki: As a swift action, the monk can spend 2 ki points and increase his innate spell resistance by 5 for a number of rounds equal to his Wisdom modifier. Requires Diamond Soul.
Reforming Diamond: The monk becomes capable of suppressing and reactivating his Diamond Soul ability as an immediate action. Requires Diamond Soul.
Leaf on the Wind: This ki power, which can be maintained for 2 ki points per round, enables the monk o fly at half his base movement speed and average maneuverability. The monk does not need to concentrate to maintain the effect, but he must remain conscious. Using or maintaining this power is a swift action. Additionally, when the monk gains this feat, he also gains Fly as a class skill. Requires Slow Freefall and Abundant Leap.

Spectral Body: With this ki power, the monk can become ethereal for one minute as per the spell ethereal jaunt at the cost of 3 ki points. This is a standard action. Requires Shadow Body.
Young Body: With this feat, a monk can successfully revert all the negative effects of aging. He can also reverse the effects on his outward appearance, to a small extent.
Greater Sacrifice: The monk's Ki Sacrifice ability can be used to replicate the effects of resurrection instead. The minimum ki cost of the ability increases to 8 points. Requires Ki Sacrifice.
Incredible Style: The monk becomes capable of maintaining up to four styles at the same time. He can enter all four at the cost of one swift action, he can spend 1 ki point to enter all four stances as a free action or 2 ki points to enter all four stances as an immediate action. Requires Greater Style.

Foresight: His devotion to the laws of the universe have given the monk a deeper understanding of the underlying fabric of nature. He gains a +2 insight bonus to attack, damage, CMB, CMD, AC, all saves and spell resistance. As a move action, the monk can grant these bonuses to any allies within 30 feet for a number of rounds equal to the monk's Wisdom modifier at the cost of 2 ki point per ally.
Spell Mirror: Whenever a spell fails to affect the monk due to his spell resistance, he can immediately turn it back upon the caster. He must spend a number of ki points equal to half the spell level, minimum 1. This ability works against all types of spells and spell-like abilities that target the monk specifically. Spells with an area effect can also be turned as long as the monk is the primary target; doing so will suspend the spell detonation and cause the area effect to resolve at the caster's location. Requires Resistant Ki.
Quicksilver Body: By spending 4 ki points + the number of ki points associated to the ki power used, the monk can use Wholeness of Body, Shadow Body, Abundant Step and other similar powers as an immediate action at any time.
Elemental Projection: A monk with this power can spend a full-round action in order to unleash a powerful blast of ki. The blast manifests as either a 30 foot radius explosion centered on the monk, a 20 foot radius explosion anywhere within 300 feet, a 5 foot wide, 150 feet long line, or a 45 degree cone with a range of 60 feet. The monk's Elemental Fist chosen element is used to determine the type of this attack. This ability costs a minimum of 3 ki points and deals 1d8 damage per two monk levels. Targets can make a Reflex saving throw (DC 10 + 1/2 monk's level + monk's Wisdom modifier) to take half damage. By spending additional ki, the blast can either deal 3d8 additional damage per additional ki point (maximum 9d8), or have the DC increased by 2 per additional ki point. The monk is immune to the damage of his own Elemental Projection. This power is a spell-like ability with verbal and somatic components. Requires Elemental Explosion.

Perfect Style: The monk can maintain up to five styles active at the same time, and he can enter all five as a free action, or spend 1 ki point to do so as an immediate action. Requires Incredible Style.
Ki Whirlwind: As a full-round action, the monk can perform one full-attack action against all targets in melee range if unarmed or using a monk weapon. He is allowed one 5ft step between these attacks. This ki power costs 10 points. Requires Ki Tempest.
Centering Meditation: As a full-round action the monk can meditate as if performing a Calm Meditation, but restore his full ki pool. This ability can only be used once per day, but does not count against the monk's Calm Meditation uses. Requires Calm Meditation.
Ultimate Sacrifice: The monk's Ki Sacrifice ability can be used to replicate the effects of true resurrection. His ki pool must be completely full in order to do so, and this power drains it completely. Additionally, the monk can use Greater Sacrifice as a standard action. Requires Greater Sacrifice.

Ex-Monks: A monk who becomes nonlawful cannot gain new levels as a monk, but retains all monk abilities. Monks that take a level in any other class or prestige class retain all their monk abilities, and are welcome to continue their monk studies afterwards.

Favored Class Bonuses:
In addition to gaining 1 HP or 1 skill point each level, a monk of a particular race can instead choose the following boon on level up.
Dwarf: Add +1/4 to the dodge bonus a monk gains by spending a point from his ki pool.
Elf: Add +1/4 to the attack bonus of every attack that costs at least 1 ki point.
Gnome: Add +1/4 to the save bonus a monk gains by spending a point from his ki pool.
Half-elf: Add +1 on Acrobatics checks to cross or balance on narrow or otherwise difficult surfaces.
Half-orc: Add +1 to the monk's CMB when attempting a grapple.
Halfling: Add +1 to the monk's CMD against grapple and trip attempts.
Human: Add +1/2 to the monk's ki pool instead.

Well, that's about it. The monk is fixed, I think. Would you agree? Do you have any comments or critique? I want to get a discussion going.