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Monk
1 Flurry of Blows, Unarmed Strike, Monk training
2 Evasion, Monk training
3 Maneuver training, Evasion
4 Qi pool, Slow fall, Unarmed Strike (magic,19-20)
5 Leap of the Heavens, Purity of Body
6 Monk training
7 Qi Power
8 Unarmed Strike (x3)
9 Improved Evasion, Monk's Stride (10ft)
10 Qi power, Monk training, Unarmed Strike(lawful)
11 Diamond Body
12 Qi Power, Unarmed Strike (18-20)
13 Diamond Soul
14 Monk training
15 Monk training
16 Qi Power, Unarmed Strike (adamantine, x4), Monk's Stride (15ft)
17 Timeless Body, Tongue of the Sun & Moon
18 Monk training
19 Empty Body
20 Perfect self, Fall from the Heavens, Unarmed Strike (17-20)
Slow Fall safe distance 5'/level. At level 20 this increases to any distance (fall from the heavens).
Unarmed Strike A monk becomes more deadly as he increases in level.
Leap of the Heavens - renamed High Jump.
Monk's Stride A monk's ability to move quickly is transferred to his ability to move in combat. At level 9, a monk may make a 10ft step instead of a 5ft step, this increases to 15ft at level 16. In addition a monk has full control of his body, and is allowed to move in any direction during a charge.
Monk Training this replaces the monk bonus feats, by adding special monk powers in addition to feats.
Quick stand: as rogue’s stand up ability Trap Sense: as rogue. Manriki Gusari Training:
Spear Hand - Unarmed strikes are considered piercing weapons, in addition to blunt. Wise not strong – Use your WIS bonus in place of STR bonus for attack and damage rolls. Tao of the Blade - add the following weapons to the list of monk weapons. Scimitar, short sword, long sword, falchion. Monk Spear/staff Training: Add Long Spear to the list of monk weapons, in addition, you gain a +4 to disarm, trip and deflect arrows attack rolls when using quarterstaff or long spear. 6th:
Crouching Tiger Paw - The target must make a Reflex Save or have its movement restricted to 5' in all modes. (Flying creatures with maneuverability less than perfect may stall and fall and will need to make an appropriate Fly check to stay airborn). (Squirrelloid) Dragon Tail Sweep: A Strong kick to the lower leg. The attack has a chance to knock your opponent prone in addition to damage. The damage from the kick is added to the DC to resist the trip. Eagle’s Talons – Unarmed attacks considered blunt and slashing. On a critical causes 1 point bleed damage, bleeding stacks until healed. Flying Double Kick - At the end of a charge, you may make two attacks with double STR bonus. Grappling Strike – A monk with this ability may initiate a grapple after a successful unarmed strike. Qi power – choose a Qi power in lieu of a Martial power Uncanny dodge: as Rogue ability 10th:
Bend like the reeds: as rogue’s Defensive roll ability. Dragon's Claws - During a Flurry of Blows, 2 consecutive strikes allow the monk to rend his opponent, causing maximum damage. Drunken Rabbit Defense - Until the start of his next turn all attacks against him which miss cause the creature who attacked him to become fatigued. Fatigued creatures who become fatigued become exhausted as normal. [i]This must be used as a standard action with full defense(Squirrelloid) Improved Uncanny Dodge: As Rogue ability Iron Broom Sweep: The monk is ability to make a trip attack against 3 adjacent opponents. 14th: Feats: Vital Strike.
Crashing Wave Strike: This devastating full round action consists of two attacks, if both attacks hit, the opponent must save versus trip with a DC=CMB+damage inflicted. 18th: Feats: Improved Vital Strike.
1st:
Feats: Caught off-guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Stunning Fist, Throw Anything, Wise not Strong.
Abilities: Spear Hand, Manriki Gusari Training, Tao of the Blade, Monk Spear/Staff training, Quick stand, Trap Sense.
Add Chain to monk weapons. The monk gains the ability to untangle his chain on a failed trip attack, preventing a counter-trip. The monk may also use the chain to gain a +4 bonus to deflect arrows and to AC as a deflection bonus.
Feats: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility,
Abilities: Crouching Tiger Paw, Dragon Tail Sweep, Eagle's Claw, Flying Double Kick, Grappling strike, Qi power, Uncanny Dodge
Feats: Improved Critical (not unarmed), Medusa's wrath, Snatch arrows, spring attack. Abilities: Bend like the reeds, Dragon’s Claws, Drunken Rabbit Defense, Iron Broom Sweep, Improved Uncanny Dodge
Abilities: Crashing Wave Strike
Abilities:
Qi Powers Qi Pool = Monk level + wisdom (sorry 1/2 monk level was too low)
Unless otherwise noted, each ki maneuver is activated as a swift action after dealing damage to a foe with an unarmed strike or monk's weapon and requires 1 ki to activate. The DC for all saves is 10 + 1/2 Character Level + Wis Mod
4th Coiled Viper Strike, Ring the Bell, Rising Sun Strike, Monkey Breaks the Melon, Wholeness of Body.
Coiled Viper Strike - The target must make a Fortitude Save or be nauseated until the end of the Monk's next turn.
Monkey Breaks the Melon- If the monk connects and deals damage with 2 or more attacks against one opponent he may activate Monkey Breaks the Melon as a swift action against that opponent at the cost of 1 ki. The opponent must make a fortitude save or be Confused until the end of the Monk's next turn. Creatures immune to criticals are immune to this extra damage.
Ring the Bell - Use a Qi point to make a reach attack as a full round action. This attack has a reach of 10 @ level 6. 20 @10. 30@15 and 40@ 20.
Rising Sun Strike - The target must make a Reflex Save or be dazzled for a number of rounds equal to the Monk's wisdom modifier.
Wholeness of body: As written, it just becomes an optional choice.
12th Abundant Step, Crippling Strike, Iron Body ,Part the Moon's Veil.
Abundant Step: As written, just become a Qi ability
Crippling Strike – Use Qi to cause Str dmg when you connect with an unarmed attack as a swift action. (costs 1 Qi to inflict 1d6 STR) Fort save to resist.
Iron Body – gain DR5/- for 1 turn as a swift action using 1 Qi.
Part the Moon's Veil - As a swift action, immediately after moving due to a teleportation effect the monk may spend a Qi point to gain one attack, which must be taken immediately.
15th: Adamantine Body, Deadly Venom Strike, Halves Become Whole, Quivering Palm.
Adamantine Body - gain DR 10/- for 1 round as a swift action using 2 Qi.
Deadly Venom Strike – After a successful unarmed attack, as a swift action, may use 2 Qi to inflict d6 CON dmg. Fort save to resist.
Halves Become Whole - The monk receives a second swift action each round, which may only be used to activate Qi maneuvers. The monk may never activate the same Qi maneuver more than once in a given round, but may activate two different ones.
Quivering Palm: As written except it drains the monk of all Qi when he performs it
All other monk attributes remain the same.
AC from Wisdom
AC Bonus
SAVES
BAB and HD
Extra movement
Credit where credit is due.
(some of these are taken from Squirrelloid's Monk Though I have reworked some of the powers and changed the names slightly.
I know there is A LOT of possible problems to this build, Adding vital strikes while increasing the damage of unarmed attack being one of them.
But if you have ability suggestion let's see them. If Jason decides to go with this style monk, we might see other abilities in later supplements. As I know there can't be hundreds of abilities in the core rulebook.

Squirrelloid |
I would strongly suggest altering Abundant Step so it doesn't end the Monk's turn afterwards like dim door does - that makes it useless as a way to press a mobility advantage in combat in any offensive way.
I'd also suggest taking a careful look at Quivering Palm. 1/wk provides players with strange incentives, if nothing else.
I like the Monkey Breaks the Melon name - that's awesome.
I assume most ki powers cost 1 qi to use?

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I would strongly suggest altering Abundant Step so it doesn't end the Monk's turn afterwards like dim door does - that makes it useless as a way to press a mobility advantage in combat in any offensive way.
I'd also suggest taking a careful look at Quivering Palm. 1/wk provides players with strange incentives, if nothing else.
I like the Monkey Breaks the Melon name - that's awesome.
I assume most ki powers cost 1 qi to use?
That's why you made part the veil isn't it? To allow an attack at the end of the dim door?
Yeah, Quivering Palm is a powerful ability, but I don't think 1/day would break it. And put a caveat that you can only concentrate on 1 quivering palm at a time, so you must either drop or finish the previous one before you initiate a new one.
correct, I was using your basic mechanic, and I forgot to put that in there.

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It looks like my spolier link is broken for the Monk Training section.
so here it is again
Feats: Caught off-guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Stunning Fist, Throw Anything, Wise not Strong.
Abilities: Spear Hand, Manriki Gusari Training, Tao of the Blade, Monk Spear/Staff training, Quick stand, Trap Sense.
Quick stand: as rogue’s stand up ability
Trap Sense: as rogue.
Manriki Gusari Training:
Add Chain to monk weapons. The monk gains the ability to untangle his chain on a failed trip attack, preventing a counter-trip. The monk may also use the chain to gain a +4 bonus to deflect arrows and to AC as a deflection bonus.
Spear Hand - Unarmed strikes are considered piercing weapons, in addition to blunt.
Wise not strong – Use your WIS bonus in place of STR bonus for attack and damage rolls.
Tao of the Blade - add the following weapons to the list of monk weapons. Scimitar, short sword, long sword, falchion.
Monk Spear/staff Training: Add Long Spear to the list of monk weapons, in addition, you gain a +4 to disarm, trip and deflect arrows attack rolls when using quarterstaff or long spear.
6th:
Feats: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility,
Abilities: Crouching Tiger Paw, Dragon Tail Sweep, Eagle's Claw, Flying Double Kick, Grappling strike, Qi power, Uncanny Dodge
Crouching Tiger Paw - The target must make a Reflex Save or have its movement restricted to 5' in all modes. (Flying creatures with maneuverability less than perfect may stall and fall and will need to make an appropriate Fly check to stay airborn). (Squirrelloid)
Dragon Tail Sweep: A Strong kick to the lower leg. The attack has a chance to knock your opponent prone in addition to damage. The damage from the kick is added to the DC to resist the trip.
Eagle’s Talons – Unarmed attacks considered blunt and slashing. On a critical causes 1 point bleed damage, bleeding stacks until healed.
Flying Double Kick - At the end of a charge, you may make two attacks with double STR bonus.
Grappling Strike – A monk with this ability may initiate a grapple after a successful unarmed strike.
Qi power – choose a Qi power in lieu of a Martial power
Uncanny dodge: as Rogue ability
10th:
Feats: Improved Critical (not unarmed), Medusa's wrath, Snatch arrows, spring attack. Abilities: Bend like the reeds, Dragon’s Claws, Drunken Rabbit Defense, Iron Broom Sweep, Improved Uncanny Dodge
Bend like the reeds: as rogue’s Defensive roll ability.
Dragon's Claws - During a Flurry of Blows, 2 consecutive strikes allow the monk to rend his opponent, causing maximum damage.
Drunken Rabbit Defense - Until the start of his next turn all attacks against him which miss cause the creature who attacked him to become fatigued. Fatigued creatures who become fatigued become exhausted as normal. This must be used as a standard action with full defense(Squirrelloid)
Improved Uncanny Dodge: As Rogue ability
Iron Broom Sweep: The monk is ability to make a trip attack against 3 adjacent opponents.
14th: Feats: Vital Strike.
Abilities: Crashing Wave Strike
Crashing Wave Strike: This devastating full round action consists of two attacks, if both attacks hit, the opponent must save versus trip with a DC=CMB+damage inflicted.
18th: Feats: Improved Vital Strike.
Abilities:

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Monk v1.1
Notes of change.
added magic pluses to monk’s unarmed combat, removed qualities.
Removed critical multiplier, increased crit threat ranges. 20th level monk now equal to improved critical scimitar for threat range. Added 3 Qi powers that boost stats. Added Monk's wisdom.
1 Flurry of Blows, Unarmed Strike, Monk training, Monk's Wisdom
2 Evasion, Monk training
3 Maneuver training, Evasion
4 Qi pool, Slow fall, Unarmed Strike (+1,19-20)
5 Leap of the Heavens, Purity of Body
6 Monk training
7 Qi Power
8 Unarmed Strike (+2, 18-20)
9 Improved Evasion, Monk's Stride (10ft)
10 Qi power, Monk training,
11 Diamond Body
12 Qi Power, Unarmed Strike (+3, 17-20)
13 Diamond Soul
14 Monk training
15 Monk training
16 Qi Power, Unarmed Strike (+4, 16-20), Monk's Stride (15ft)
17 Timeless Body, Tongue of the Sun & Moon
18 Monk training
19 Empty Body
20 Perfect self, Fall from the Heavens, Unarmed Strike (+5,15-20)
Monk’s Wisdom The monk uses wisdom in place of Str for attacks.
Slow Fall safe distance 5'/level. At level 20 this increases to any distance (fall from the heavens).
Unarmed Strike A monk becomes more deadly as he increases in level.
Leap of the Heavens - renamed High Jump.
Monk's Stride A monk's ability to move quickly is transferred to his ability to move in combat. At level 9, a monk may make a 10ft step instead of a 5ft step, this increases to 15ft at level 16. In addition a monk has full control of his body, and is allowed to move in any direction during a charge.
Monk Training this replaces the monk bonus feats, by adding special monk powers in addition to feats.
1st:
Feats: Caught off-guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, Stunning Fist, Throw Anything, Wise not Strong.
Abilities: Spear Hand, Manriki Gusari Training, Tao of the Blade, Monk Spear/Staff training, Quick stand, Trap Sense.
Quick stand: as rogue’s stand up ability
Trap Sense: as rogue.
Manriki Gusari Training:
Add Chain to monk weapons. The monk gains the ability to untangle his chain on a failed trip attack, preventing a counter-trip. The monk may also use the chain to gain a +4 bonus to deflect arrows and to AC as a deflection bonus.
Spear Hand - Unarmed strikes are considered piercing weapons, in addition to blunt.
Wise not strong – Use your WIS bonus in place of STR bonus for attack and damage rolls.
Tao of the Blade - add the following weapons to the list of monk weapons. Scimitar, short sword, long sword, falchion.
Monk Spear/staff Training: Add Long Spear to the list of monk weapons, in addition, you gain a +4 to disarm, trip and deflect arrows attack rolls when using quarterstaff or long spear.
6th:
Feats: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility,
Abilities: Crouching Tiger Paw, Dragon Tail Sweep, Eagle's Claw, Flying Double Kick, Grappling strike, Qi power, Uncanny Dodge
Crouching Tiger Paw - The target must make a Reflex Save or have its movement restricted to 5' in all modes. (Flying creatures with maneuverability less than perfect may stall and fall and will need to make an appropriate Fly check to stay airborn). (Squirrelloid)
Dragon Tail Sweep: A Strong kick to the lower leg. The attack has a chance to knock your opponent prone in addition to damage. The damage from the kick is added to the DC to resist the trip.
Eagle’s Talons – Unarmed attacks considered blunt and slashing. On a critical causes 1 point bleed damage, bleeding stacks until healed.
Flying Double Kick - At the end of a charge, you may make two attacks with double STR bonus.
Grappling Strike – A monk with this ability may initiate a grapple after a successful unarmed strike.
Qi power – choose a Qi power in lieu of a Martial power
Uncanny dodge: as Rogue ability
10th:
Feats: Improved Critical (not unarmed), Medusa's wrath, Snatch arrows, spring attack. Abilities: Bend like the reeds, Dragon’s Claws, Drunken Rabbit Defense, Iron Broom Sweep, Improved Uncanny Dodge
Bend like the reeds: as rogue’s Defensive roll ability.
Dragon's Claws - During a Flurry of Blows, 2 consecutive strikes allow the monk to rend his opponent, causing maximum damage.
Drunken Rabbit Defense - Until the start of his next turn all attacks against him which miss cause the creature who attacked him to become fatigued. Fatigued creatures who become fatigued become exhausted as normal. This must be used as a standard action with full defense(Squirrelloid)
Improved Uncanny Dodge: As Rogue ability
Iron Broom Sweep: The monk is ability to make a trip attack against 3 adjacent opponents.
14th: Feats: Vital Strike.
Abilities: Crashing Wave Strike
Crashing Wave Strike: This devastating full round action consists of two attacks, if both attacks hit, the opponent must save versus trip with a DC=CMB+damage inflicted.
18th: Feats: Improved Vital Strike.
Abilities:
Qi Powers Qi Pool = Monk level + wisdom (sorry 1/2 monk level was too low)
Unless otherwise noted, each ki maneuver is activated as a swift action after dealing damage to a foe with an unarmed strike or monk's weapon and requires 1 ki to activate. The DC for all saves is 10 + 1/2 Character Level + Wis Mod
4th Agility of the Mantis, Coiled Viper Strike, Strength of the Bull, Ring the Bell, Rising Sun Strike, Monkey Breaks the Melon, Strength of the Tiger, Tough as the Rat, Wholeness of Body.
Coiled Viper Strike - The target must make a Fortitude Save or be nauseated until the end of the Monk's next turn.
Monkey Breaks the Melon- If the monk connects and deals damage with 2 or more attacks against one opponent he may activate Monkey Breaks the Melon as a swift action against that opponent at the cost of 1 ki. The opponent must make a fortitude save or be Confused until the end of the Monk's next turn. Creatures immune to criticals are immune to this extra damage.
Ring the Bell - Use a Qi point to make a reach attack as a full round action. This attack has a reach of 10 @ level 6. 20 @10. 30@15 and 40@ 20.
Rising Sun Strike - The target must make a Reflex Save or be dazed for a number of rounds equal to the Monk's wisdom modifier.
Strength of the Tiger – This allows a monk to use Qi to increase his strength for 1 round. 1 ki/+2 strength. May gain +4 at level 10, and +6 at level 16.
Agility of the Mantis – This allows a monk to use Qi to increase his dexterity for 1 round. 1 ki/+2 dexterity. May gain +4 at level 10, and +6 at level 16.
Tough as the Rat – This allows a monk to use Ki to increase his CON for 1 turn. 1 ki/+2 CON. May gain +4 at level 10, and +6 at level 16.
Wholeness of body: As written, it just becomes an optional choice.
12th Abundant Step, Crippling Strike, Iron Body ,Part the Moon's Veil.
Abundant Step: As written, just become a Qi ability
Crippling Strike – Use Qi to cause Str dmg when you connect with an unarmed attack as a swift action. (costs 1 Qi to inflict 1d6 STR) Fort save to resist.
Iron Body – gain DR5/- for 1 turn as a swift action using 1 Qi.
Part the Moon's Veil - As a swift action, immediately after moving due to a teleportation effect the monk may spend a Qi point to gain one attack, which must be taken immediately.
15th: Adamantine Body, Deadly Venom Strike, Halves Become Whole, Quivering Palm.
Adamantine Body - gain DR 10/- for 1 round as a swift action using 2 Qi.
Deadly Venom Strike – After a successful unarmed attack, as a swift action, may use 2 Qi to inflict d6 CON dmg. Fort save to resist.
Halves Become Whole - The monk receives a second swift action each round, which may only be used to activate Qi maneuvers. The monk may never activate the same Qi maneuver more than once in a given round, but may activate two different ones.
Quivering Palm: As written except it drains the monk of all Qi when he performs it
All other monk attributes remain the same.
AC from Wisdom
AC Bonus
SAVES
BAB and HD
Extra movement
Credit where credit is due.
(some of these are taken from Squirrelloid's Monk Though I have reworked some of the powers and changed the names slightly.

Squirrelloid |
Squirrelloid wrote:I would strongly suggest altering Abundant Step so it doesn't end the Monk's turn afterwards like dim door does - that makes it useless as a way to press a mobility advantage in combat in any offensive way.That's why you made part the veil isn't it? To allow an attack at the end of the dim door?
Actually, I made veil so they could choose between two attacks *or* one attack with another Ki Maneuver. And when they get the Halves Become Whole, they can use it *and* another Ki Maneuver. Its a mild offense pump for ranged striking.
Dim Door ends your turn because its an escape move. Which it is for a wizard. It stops Scry and Die tactics from starting until 9th level (because 7th level is just a little obscene for that). Its not an escape move for monks, its a pursuit move that's not available until *4* levels later (in my version - 5 in standard), and should be handled as such.

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Add the following Qi abilities
Fist of the Elements: 12th level
1 Qi - imbue unarmed attacks with an elemental quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.
3 Qi - imbue unarmed attacks with an elemental burst quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.
Strike the unseen:12th level
2 Qi - Imbue unarmed attacks with the ghost touch quality for 1 round/2 monk levels.

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Add the following Qi abilities
Fist of the Elements: 12th level
1 Qi - imbue unarmed attacks with an elemental quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.
3 Qi - imbue unarmed attacks with an elemental burst quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.Strike the unseen:12th level
2 Qi - Imbue unarmed attacks with the ghost touch quality for 1 round/2 monk levels.
I would do the stat bumping powers like this too instead of just one round.

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Xaaon of Xen'Drik wrote:I would do the stat bumping powers like this too instead of just one round.Add the following Qi abilities
Fist of the Elements: 12th level
1 Qi - imbue unarmed attacks with an elemental quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.
3 Qi - imbue unarmed attacks with an elemental burst quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.Strike the unseen:12th level
2 Qi - Imbue unarmed attacks with the ghost touch quality for 1 round/2 monk levels.
BUMP
yeah I thought this as well..
anyone have any thought/comments for this build?
Good? bad? over the top?

havok13 |
i know this is late to the argument; but i don't really understand why the "backwards" compatibility statements even apply. it seems that feats and such are being comepletely overhauled and changed in some cases, i fail to see why they couldn't just redesign the abilities of the class itself. leave the BAB, Saves, HD, Skills all the same, just redesign the abilities

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i know this is late to the argument; but i don't really understand why the "backwards" compatibility statements even apply. it seems that feats and such are being comepletely overhauled and changed in some cases, i fail to see why they couldn't just redesign the abilities of the class itself. leave the BAB, Saves, HD, Skills all the same, just redesign the abilities
It applies, because Jason put backwards compatibility as part of the design statement for Pathfinder. There's already enough conversion with Pathfinder we don't need more.

poodle |

I think it is a little over the top but I like it anyway, especially the strength draining powers. 4 qi points and you would be draining 4d6 strength. Two hits and almost any character would be powerless. I like the principle though. I like the idea of the monk being able to attack stats with nerve strikes or channeling ki or however you imagine it. realistically they are never going to be the big damage dealers so lets give them something unique, movement and disabling opponents.
The reducing speed to 5' is cool but I would have the attack reduce the speed by 5' per succesful attack.
Overall great ideas. I would be interested in seeing enough variety to be a non-asian martial artist whether it is a greek style wrestler, a boxer or judoka. many countries have had traditions of unarmed combat in a variety of styles. I would hate it if these all devolved to naked fighter.

Tectorman |

I would strongly suggest altering Abundant Step so it doesn't end the Monk's turn afterwards like dim door does - that makes it useless as a way to press a mobility advantage in combat in any offensive way.
Personally, I would strongly suggest altering Dimension Door itself so that it doesn't end the player's turn. I mean, why? What gamebreaking effect does this prevent that I can't accomplish with Teleport (or practically any other teleportation effect in the game)?
I realize that's how the rules go and that it's an abstraction, but I think the rules need to also make sense. When I can perform a full round's worth of actions and Quicken Dim Door away several times in a row, and the next day I begin each turn with Quicken Dim Door and can't do anything, I'm sorry, but the abstraction breaks down. If Dim Door denied you your next full round's worth of actions, and this penalty carried over to the next round (say you Dim Door (a standard action) and lose your move action for this round, and then also don't have your standard action in the next round), that would make sense. But if the only difference between how many actions I'm allowed after I Dim Door is based on a technicality (did I Dim Door before all my other actions this round or after?), then sorry, but this needs to be fixed.

Me'mori |

Add the following Qi abilities
Fist of the Elements: 12th level
1 Qi - imbue unarmed attacks with an elemental quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.
3 Qi - imbue unarmed attacks with an elemental burst quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.Strike the unseen:12th level
2 Qi - Imbue unarmed attacks with the ghost touch quality for 1 round/2 monk levels.
*grin* I see parts of The Acolyte of the Fist, and feats mentioned in the same issue as the Animal Shen PrC. I wholeheartedly approve. Why not simply take the entirety of Fist of Fury? I loved Ring The Golden Bell, though.

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Xaaon of Xen'Drik wrote:*grin* I see parts of The Acolyte of the Fist, and feats mentioned in the same issue as the Animal Shen PrC. I wholeheartedly approve. Why not simply take the entirety of Fist of Fury? I loved Ring The Golden Bell, though.Add the following Qi abilities
Fist of the Elements: 12th level
1 Qi - imbue unarmed attacks with an elemental quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.
3 Qi - imbue unarmed attacks with an elemental burst quality (flaming, frost, acid, or shock) for 1 round/2 monk levels.Strike the unseen:12th level
2 Qi - Imbue unarmed attacks with the ghost touch quality for 1 round/2 monk levels.
As far as taking stuff from the Acolyte of the Fist, and Animal Shen (where's that from?) I just took the elements of true kung fu, mixed with the mystical kung fu and smashed em into gamespeak.

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The easiest way to retool the Monk with it's problems in the later levels is with this feat.
Masters Training
Prerequisite: 16th level monk
This feat brings the monks Base Attack bonus into the Warrior's Bracket. (This does not affect Flurry of blows, whose progression is still at the basic monk level.)
My fluff needs work this is the rough draft. This feat brings the monk into the realm of the actual fighter. No longer would the monk be considered inferior to the Fighter in combat. This feat also allows the monk to be brought in line as a front line combatant, while maintaining backwards compatibility.