
Kitsune Knight |
2 people marked this as a favorite. |

Monk
Alignment: Any
Hit Die: d8
Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge History, Knowledge Religion, Perception, Perform, Profession, Ride, Sense Motive, Stealth, and Swim
Skill Ranks Per Level: 4+Intelligence Modifier
BAB: 3/4
Saves: All Good
Weapon and Armor Proficiency: Monks are only proficient with unarmed strikes and no armor or shields. If a Monk wears any armor or carries a shield they lose Evasion, Fast Movement, Flowing Defense, Improved Evasion, Acrobatic Warrior, and Hair's Breath.
Iron Body (EX)
At 1st level, the Monk gains the Improved Unarmed Strike Feat as A Bonus Feat. Your unarmed strike damage die becomes 1d6 if small sized, 1d8 if medium sized, and 1d10 if large sized and may use his Wisdom modifier for attacks in place of his Strength modifier. At 3rd level the Monk gains a +1 enhancement bonus to all unarmed attacks, and this enhancement bonus increases by +1 every 3 levels thereafter up to 15 level(6th, 9th, 12th, and 15th).
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.
Martial Arts Master (EX)
Starting at 1st level a Monk may use his Hit Dice as his BAB for his CMB and CMD and may replace his Strength modifier with his Wisdom modifier when using CMB and CMD. Also at 1st level, 2nd level, and every 4 levels thereafter (6th, 10th, 14th, 16th, and 20th) a Monk may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a Monk may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The Monk does not need to meet any other prerequisite of the feat in the style’s feat path.
Flowing Defense (EX)
At 1st level, a Monk may add his Wisdom modifier to his AC. Starting at 3rd level a Monk gains a +1 dodge bonus to AC. This bonus increases by +1 every three levels up to a +5 max. bonus at 15th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Evasion (EX)
At 2nd level or higher a Monk can avoid damage from many area-effect attacks. If a Monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Fast Movement (EX)
Starting at 2nd level the Monk gains a +10 enhancement bonus to his movement speed. This bonus increases by +10 every 4 levels (6th, 10th, 14th, 18th). At 14th level the Monk gains Spider Step as a bonus feat without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk may move half his total speed (including his enhancement bonus to speed). At 18th level, the Monk gains Cloud Step as a bonus feats without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk instead moves half his total speed (including his enhancement bonus to speed).
Combat Expertise
At 4rd level, the Monk gains Combat Expertise as a Bonus Feat without having to meet its prerequisites.
Extreme Endurance (EX)
At 5th level, a Monk gains immunity to fatigue. At 10th level, he also gains immunity to exhaustion. At 15th level, he gains immunity to stunning. At 20th level, he gains immunity to death effects and energy drain.
Acrobatic Warrior (EX)
At 7th level, a Monk adds his level to Acrobatics checks. A Monk treats all jump checks as if they had a running start.
Purity of Body (SU)
At 8th level, the Monk is immune to all Poisons. At 12th level, the Monk gains immunity to Poisons of all kinds. At 16th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Improved Invasion (EX)
At 9th level, a Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Monk does not gain the benefit of improved evasion.
Hair's Breath (EX)
At 11th level, a Monk can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll.
Defensive Roll (EX)
At 13th level, a Monk may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level).
Death Blow (SU)
At 17th level, once per day the Monks makes a melee touch attack against a defending character. If the attack hits, then the defending character must make a Fortitude save against a DC equal to 10+the Monk's level. If the defending character fails its saving throw, then the defending character dies.
Greater Defensive Roll (EX)
At 19th level, a Monk suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.
Edit: Wording, Emphasis on Wisdom, some other stuff, and a Title change so as to stop scaring everyone off...

Kitsune Knight |

Ok so I though of this after I was unable to edit the post unfortunately.
Drop Extreme Endurace and replace it with the following.
Flurry of Styles
At 5th level, a Monk can fuse two of the styles he knows into a more perfect style. The Monk have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the Monk switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At 10th level, a Monk can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, a Monk can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a swift action.
At 20th level, a master of many styles can have the stances of five style feats active at once, and can change those stances as a free action.

Kitsune Knight |

Edit: Final Version (at least till comments come...)
Monk
Alignment: Any
Hit Die: d8
Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge History, Knowledge Religion, Perception, Perform, Profession, Ride, Sense Motive, Stealth, and Swim
Skill Ranks Per Level: 4+Intelligence Modifier
BAB: 3/4
Saves: All Good
Weapon and Armor Proficiency: Monks are only proficient with unarmed strikes and no armor or shields. If a Monk wears any armor or carries a shield they lose Evasion, Fast Movement, Flowing Defense, Improved Evasion, Acrobatic Warrior, and Hair's Breath.
Iron Body (EX)
At 1st level, the Monk gains the Improved Unarmed Strike Feat as A Bonus Feat. Your unarmed strike damage die becomes 1d6 if small sized, 1d8 if medium sized, and 1d10 if large sized and may use his Wisdom modifier for attacks in place of his Strength modifier. At 3rd level the Monk gains a +1 enhancement bonus to all unarmed attacks, and this enhancement bonus increases by +1 every 3 levels thereafter up to 15 level(6th, 9th, 12th, and 15th).
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.
Martial Arts Master (EX)
Starting at 1st level a Monk may use his Hit Dice as his BAB for his CMB and CMD and may replace his Strength modifier with his Wisdom modifier when using CMB and CMD. Also at 2nd level, and every 4 levels thereafter (6th, 10th, 14th, 16th, and 20th) a Monk may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a Monk may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The Monk does not need to meet any other prerequisite of the feat in the style’s feat path.
Flowing Defense (EX)
At 1st level, a Monk may add his Wisdom modifier to his AC. Starting at 3rd level a Monk gains a +1 dodge bonus to AC. This bonus increases by +1 every three levels up to a +5 max. bonus at 15th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Styles (EX)
At 1st level, a Monk can fuse two of the styles he knows into a more perfect style. A Monk can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the Monk switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At 8th level, the Monk can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the Monk can fuse four styles at once. He can have the stances of four style feats active at the same time.
Evasion (EX)
At 2nd level or higher a Monk can avoid damage from many area-effect attacks. If a Monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Fast Movement (EX)
Starting at 2nd level the Monk gains a +10 enhancement bonus to his movement speed. This bonus increases by +10 every 4 levels (6th, 10th, 14th, 18th). At 14th level the Monk gains Spider Step as a bonus feat without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk may move half his total speed (including his enhancement bonus to speed). At 18th level, the Monk gains Cloud Step as a bonus feats without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk instead moves half his total speed (including his enhancement bonus to speed).
Combat Expertise
At 4rd level, the Monk gains Combat Expertise as a Bonus Feat without having to meet its prerequisites.
Purity of Body (SU)
At 5th level, the Monk is immune to all Poisons and Diseases, including Magical Diseases.
Acrobatic Warrior (EX)
At 7th level, a Monk adds his level to Acrobatics checks. A Monk treats all jump checks as if they had a running start.
Improved Invasion (EX)
At 9th level, a Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Monk does not gain the benefit of improved evasion.
Wholeness of Body (SU)
At 10th level, a Monk may use Restoration as a spell-like ability. Each day a Monk can use this ability a number of times per day equal to their Wisdom modifier.
Hair's Breath (EX)
At 11th level, a Monk can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll.
Abundant Step (SU)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action usable a number of times per day equal to a Monk's Wisdom modifier. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability, but you can still take any actions you have remaining during your turn.
At 14th level, the Monk gains Dimensional Assault as a bonus feat.
At 16th level, the Monk gains Dimensional Dervish as a bonus feat.
At 18th level, the Monk gains Dimensional Savant as a bonus feat.
Defensive Roll (EX)
At 13th level, a Monk may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level).
Timeless Body (SU)
At 16th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. If you are already taking such penalties, they are removed at this time.
Death Blow (SU)
At 17th level, once per day the Monks makes a melee touch attack against a defending character. If the attack hits, then the defending character must make a Fortitude save against a DC equal to 10+the Monk's level. If the defending character fails its saving throw, then the defending character dies.
Greater Defensive Roll (EX)
At 19th level, a Monk suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.
Perfect Style (EX)
At 20th level, a Monk can have the stances of five style feats active at once, and can change those stances as a free action.

Kitsune Knight |

ok so I lied :P
Monk
Alignment: Any
Hit Die: d8
Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge History, Knowledge Religion, Perception, Perform, Profession, Ride, Sense Motive, Stealth, and Swim
Skill Ranks Per Level: 4+Intelligence Modifier
BAB: 3/4
Saves: All Good
Weapon and Armor Proficiency: Monks are only proficient with unarmed strikes and no armor or shields. If a Monk wears any armor or carries a shield they lose Evasion, Fast Movement, Flowing Defense, Improved Evasion, Acrobatic Warrior, and Hair's Breath.
Iron Body (EX)
At 1st level, the Monk gains the Improved Unarmed Strike Feat as A Bonus Feat. Your unarmed strike damage die becomes 1d6 if small sized, 1d8 if medium sized, and 1d10 if large sized and may use his Wisdom modifier for attacks in place of his Strength modifier. At 3rd level the Monk gains a +1 enhancement bonus to all unarmed attacks, and this enhancement bonus increases by +1 every 3 levels thereafter up to 15 level(6th, 9th, 12th, and 15th).
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.
Martial Arts Master (EX)
Starting at 1st level a Monk may use his Hit Dice as his BAB for his CMB and CMD and may replace his Strength modifier with his Wisdom modifier when using CMB and CMD. Also starting at 1st level, 2nd level, and every 4 levels thereafter (6th, 10th, 14th, 16th, and 20th) a Monk may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a Monk may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The Monk does not need to meet any other prerequisite of the feat in the style’s feat path.
Flowing Defense (EX)
At 1st level, a Monk may add his Wisdom modifier to his AC. Starting at 3rd level a Monk gains a +1 dodge bonus to AC. This bonus increases by +1 every three levels up to a +5 max. bonus at 15th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Styles (EX)
At 1st level, a Monk can fuse two of the styles he knows into a more perfect style. A Monk can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the Monk switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At 8th level, the Monk can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the Monk can fuse four styles at once. He can have the stances of four style feats active at the same time.
Evasion (EX)
At 2nd level or higher a Monk can avoid damage from many area-effect attacks. If a Monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.
Fast Movement (EX)
Starting at 2nd level the Monk gains a +10 enhancement bonus to his movement speed. This bonus increases by +10 every 4 levels (6th, 10th, 14th, 18th). At 14th level the Monk gains Spider Step as a bonus feat without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk may move half his total speed (including his enhancement bonus to speed). At 18th level, the Monk gains Cloud Step as a bonus feats without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk instead moves half his total speed (including his enhancement bonus to speed).
Combat Expertise
At 4rd level, the Monk gains Combat Expertise as a Bonus Feat without having to meet its prerequisites.
Purity of Body (SU)
At 5th level, the Monk is immune to all Poisons and Diseases, including Magical Diseases.
Acrobatic Warrior (EX)
At 7th level, a Monk adds his level to Acrobatics checks. A Monk treats all jump checks as if they had a running start.
Improved Invasion (EX)
At 9th level, a Monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Monk does not gain the benefit of improved evasion.
Wholeness of Body (SU)
At 10th level, a Monk may use Restoration as a spell-like ability. Each day a Monk can use this ability a number of times per day equal to their Wisdom modifier.
Hair's Breath (EX)
At 11th level, a Monk can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll.
Abundant Step (SU)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action usable a number of times per day equal to a Monk's Wisdom modifier. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. Furthermore, the Monk gains Dimensional Dervish as a Bonus feat.
Defensive Roll (EX)
At 13th level, a Monk may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 13th (to a maximum of 3 times a day at 19th level).
Timeless Body (SU)
At 16th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. If you are already taking such penalties, they are removed at this time.
Death Blow (SU)
At 17th level, once per day the Monks makes a melee touch attack against a defending character. If the attack hits, then the defending character must make a Fortitude save against a DC equal to 10+the Monk's level. If the defending character fails its saving throw, then the defending character dies.
Greater Defensive Roll (EX)
At 19th level, a Monk suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.
Perfect Style (EX)
At 20th level, a Monk can have the stances of five style feats active at once, and can change those stances as a free action.

Kitsune Knight |

Well I was Looking at this and decided to give it one more up date. See how everyone likes it.
Alignment: Any
Hit Die: d8
Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge History, Knowledge Religion, Perception, Perform, Profession, Ride, Sense Motive, Stealth, and Swim
Skill Ranks Per Level: 6+Intelligence Modifier
BAB: 3/4
Saves: All Good
Weapon and Armor Proficiency: Monks are proficient in Simple Weapons, Monk Weapons, as well as light armor. If a Monk wears any Medium armor, Heavy Armor, or carries a shield they lose Evasion, Fast Movement, Improved Evasion, and Acrobatic Dodge.
Monk Defenses
A Monk may add his Wisdom modifier, instead of his Dexterity modifier, to his AC and CMD. This bonus to AC applies even against touch attacks or when the Monk would be caught flat-footed. The Monk loses this bonus when carrying a medium or heavy load, wearing medium or heavy armor, carrying a shield, or is immobilized or helpless.
Unarmed Strike(EX)
At 1st level, the Monk gains the Improved Unarmed Strike Feat as A Bonus Feat. Your unarmed strike damage die becomes 1d4 if small sized, 1d6 if medium sized, and 1d8 if large sized. At 3rd level and every 4 levels thereafter the monk gains a +1 insight bonus to attack and damage while using Unarmed Strikes.
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.
Bonus Feats
At 1st level, 2nd level, and every four levels thereafter, a Monk may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a Monk may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The Monk does not need to meet any other prerequisite of the feat in the style’s feat path.
Flurry of Styles (EX)
At 1st level, a Monk can fuse two of the styles he knows into a more perfect style. A Monk can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the Monk switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At 8th level, the Monk can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the Monk can fuse four styles at once. He can have the stances of four style feats active at the same time.
Stunning Fist (EX)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level.
At 4th level the monk gains a +2 bonus to his stunning fist DC. This bonus to the DC increases by +2 for every 4 levels of monk thereafter. Furthermore, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Maneuver Training (EX)
At 1st level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. At 3rd level, the Monk gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Evaison (EX)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Combat Expertise
At 3rd level, the Monk gains Combat Expertise as a Bonus Feat without having to meet its prerequisites.
Fast Movement (EX)
Starting at 3nd level the Monk gains a +10 enhancement bonus to his movement speed. This bonus increases by +10 every 4 levels (6th, 10th, 14th, 18th). At 8th level the Monk gains Spider Step as a bonus feat without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk may move half his total speed (including his enhancement bonus to speed). At 16th level, the Monk gains Cloud Step as a bonus feats without having to meet the prerequisites; however, instead of moving half his slow fall speed the Monk instead moves half his total speed (including his enhancement bonus to speed).
Ki Pool (SU)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction and affecting incorporeal creatures normally. Ki strike improves with the character's monk level.
At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
At 16th level, his unarmed attacks are able to bypass any alignment based DR.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (SP)
At 4th level and higher, the Monk can use Feather Fall at-will as a spell-like ability.
Acrobatic (EX)
At 5th level, a Monk adds his Monk level to Acrobatics checks. A Monk treats all jump checks as if they had a running start.
Purity of Body (EX)
At 5th level, the Monk is immune to all Poisons and Diseases, including Magical Diseases.
Wholeness of Body (SU)
At 7th level, a Monk may gain the benefits of the Lesser Restoration spell by expending 1 ki point.
At 13th level, a monk may gain the benefits of the Restoration spell by expending 2 ki points.
At 19th level, a Monk my gain the benefits of the Greater Restoration spell by expending 3 ki points.
Improved Evasion (EX)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Acrobatic Dodge (EX)
At 11th level, a Monk can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll.
Abundant Step (SU)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action usable a number of times per day equal to a Monk's Wisdom modifier. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. Furthermore, the Monk gains Dimensional Agility as a Bonus feat.
Defensive Roll (EX)
At 14th level, a Monk may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 14th.
Quivering Palm (SU)
At 15th level the monk gains the ability to kill targets with a single blow. Once per day the Monks makes a melee touch attack against a defending character. If the attack hits, then the defending character must make a Fortitude save against a DC equal to 10+1/2 the Monk's level+Wisdom modifier. If the defending character fails its saving throw, then the defending character dies.
Intrinsic Link (SU)
At 17th level, the monk may gain the benefits of the spell Battlemind Link at the cost of 4 ki points.
Greater Defensive Roll (EX)
At 18th level, a Monk suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.
Perfect Style (EX)
At 20th level, a Monk can have the stances of five style feats active at once, and can change those stances as a free action.

Kitsune Knight |

ok one last tweak and I think I can call it finished.
Alignment: Any
Hit Die: d8
Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge History, Knowledge Religion, Perception, Perform, Profession, Ride, Sense Motive, Stealth, and Swim
Skill Ranks Per Level: 6+Intelligence Modifier
BAB: 3/4
Saves: All Good
Weapon and Armor Proficiency: Monks are proficient in Simple Weapons, Monk Weapons, as well as light armor. If a Monk wears any Medium armor, Heavy Armor, or carries a shield they lose Evasion, Fast Movement, Light Steps, Improved Evasion, and Acrobatic Dodge.
Monk Defenses
A Monk may add his Wisdom modifier, instead of his Dexterity modifier, to his AC and CMD. This bonus to AC applies even against touch attacks or when the Monk would be caught flat-footed. The Monk loses this bonus when carrying a medium or heavy load, wearing medium or heavy armor, carrying a shield, or is immobilized or helpless.
Unarmed Strike(EX)
At 1st level, the Monk gains the Improved Unarmed Strike Feat as A Bonus Feat. Your unarmed strike damage die becomes 1d4 if small sized, 1d6 if medium sized, and 1d8 if large sized. At 3rd level and every 4 levels thereafter the monk gains a +1 insight bonus to attack and damage while using Unarmed Strikes.
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.
Bonus Feats
At 1st level, 2nd level, and every four levels thereafter, a Monk may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a Monk may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The Monk does not need to meet any other prerequisite of the feat in the style’s feat path.
Flurry of Styles (EX)
At 1st level, a Monk can fuse two of the styles he knows into a more perfect style. A Monk can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the Monk switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At 8th level, the Monk can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.
At 15th level, the Monk can fuse four styles at once. He can have the stances of four style feats active at the same time.
Stunning Fist (EX)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level.
At 4th level the monk gains a +2 bonus to his stunning fist DC. This bonus to the DC increases by 2 for every 4 levels of monk. Furthermore, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Maneuver Training (EX)
At 1st level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. At 3rd level, the Monk gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
Evaison (EX)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Combat Expertise
At 3rd level, the Monk gains Combat Expertise as a Bonus Feat without having to meet its prerequisites.
Maneuver Training (EX)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. At 5rd level, the Monk gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 9th level, +6 at 13th level, and +8 at 17th level.
Fast Movement (EX)
Starting at 3nd level the Monk gains a +10 enhancement bonus to his movement speed. This bonus increases by +10 every 3 levels (6th, 9th, 12th, 15th, and 18th).
Ki Pool (SU)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction and affecting incorporeal creatures normally. Ki strike improves with the character's monk level.
At 7th level, his unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
At 16th level, his unarmed attacks are able to bypass any alignment based DR.
By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (SP)
At 4th level and higher, the Monk can use Feather Fall at-will as a spell-like ability.
Acrobatic (EX)
At 5th level, a Monk adds his Monk level to Acrobatics checks. A Monk treats all jump checks as if they had a running start.
Purity of Body (EX)
At 5th level, the Monk is immune to all Poisons and Diseases, including Magical Diseases.
Light Steps (EX)
At 6th level, a Monk learns to move while barely touching the surface underneath her. As a full-round action, a Monk can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support the monk, no matter how much the monk weighs. This allows a monk to move across water, lava, or even the thinnest tree branches. The Monk must end its move on a surface that can support her normally. When moving in this way, the monk does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does the monk need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the monk ignores any mechanical traps that use a location-based trigger.
At 8th level, the monk can move up walls and other vertical surfaces; however, the monk must end its turn on a surface that can support it normally.
At 10th level, the monk can use this ability to move across air; however, the monk must end its turn on a surface that can support it normally.
Wholeness of Body (SU)
At 7th level, a Monk may gain the benefits of the Lesser Restoration spell by expending 1 ki point.
At 13th level, a monk may gain the benefits of the Restoration spell by expending 2 ki points.
At 19th level, a Monk my gain the benefits of the Greater Restoration spell by expending 3 ki points.
Improved Evasion (EX)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Acrobatic Dodge (EX)
At 11th level, a Monk can attempt an Acrobatics check as an immediate action to negate a confirmation role for a critical hit. The critical hit confirmation is negated (though the attack still hits and deals normal damage) if the Acrobatics check is greater than the opponent’s confirmation roll.
Abundant Step (SU)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action usable a number of times per day equal to a Monk's Wisdom modifier. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. Furthermore, the Monk gains Dimensional Agility as a Bonus feat.
Defensive Roll (EX)
At 14th level, a Monk may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 14th.
Quivering Palm (SU)
At 15th level the monk gains the ability to kill targets with a single blow. Once per day the Monks makes a melee touch attack against a defending character. If the attack hits, then the defending character must make a Fortitude save against a DC equal to 10+1/2 the Monk's level+Wisdom modifier. If the defending character fails its saving throw, then the defending character dies.
Intrinsic Link (SU)
At 17th level, the monk may gain the benefits of the spell Battlemind Link at the cost of 4 ki points.
Greater Defensive Roll (EX)
At 18th level, a Monk suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.
Perfect Style (EX)
At 20th level, a Monk can have the stances of five style feats active at once, and can change those stances as a free action.

+5 Toaster |

i like it but noticed a few things.
1.they no longer get the flat bonus to ac
2.however they keep their ac bonus while wearing armor, which brings me to
3.the loss of abilities for armor seems very minor, not a bad thing though
4.these receive a death attack at 17th despite that being a capstone for several classes with more strings attached to perform it. might need a similar restriction to a hex, ala once per opponent per day or something like that.
5.by the way i am perfectly happy to see flurry done away with, if people want it they are going to have to twf though, and the old monk with the psuedo base attack was better at it. something to think about.

Kitsune Knight |

i like it but noticed a few things.
1.they no longer get the flat bonus to ac
2.however they keep their ac bonus while wearing armor, which brings me to
3.the loss of abilities for armor seems very minor, not a bad thing though
4.these receive a death attack at 17th despite that being a capstone for several classes with more strings attached to perform it. might need a similar restriction to a hex, ala once per opponent per day or something like that.
5.by the way i am perfectly happy to see flurry done away with, if people want it they are going to have to twf though, and the old monk with the psuedo base attack was better at it. something to think about.
Sorry for the late response. I haven't been checking this as I should.
1) No they don't get a flat bonus to ac anymore, but what bonus they do get does apply to their touch ac. This was done to keep their AC out of the stratosphere while helping to alleviate some MAD issues (as they no longer have as much of a need for DEX except in very specific circumstances).
2) Yes, I felt that if a wizard can wear armor at this point then the monk can too...however...
3) The loss of abilities to wearing heavier armor was designed so as to at least give them some combat decisions to be made when wearing armor without it being completely debilitating for them. Although, I may add that they also lose their Wisdom bonus to Touch AC while wearing heavy armor.
4) Yeah I think the once per target per day will be added in as once per day probably isn't enough. I'll give it some thought as to how to rain it in though, maybe call for a monster knowledge check as well?
5) I simply punted on flurry of blows to be honest. It just doesn't fit with the rest of its movement focused abilities, and simply isn't an effective combat option in and of itself. Even the ideas I have seen that would make it an effective combat option (giving the monk a d10 hit die and full base attack bonus to go with getting two-weapon fighting, double slice, improved two-weapon fighting, and greater two-weapon fighting as actual bonus feats) don't solve the problem of you still having to stand still to use it. I suppose some ki-point based pounce ability would work (probably would just be the abundant step ability with the dimensional agility feat I provided above) and could even be balanced for its level. But, in the end I felt was too far out for what I wanted the monk to be, and flurry of styles worked as an easier more effective replacement in my mind.

Kitsune Knight |

You put Maneuver Training twice, once for 1st level and again for 3rd.
Yeah, that was an editing error on my part. I moved it from first to 3rd level because I felt I have made the class too front loaded and simply forgot to delete the first level rendition. The ability itself is suppose to be a 3rd level ability.

Kjeldor |

So a monk adds wis to attack only, and full Str to damage? Does the +1 every 3 lvls add to both attack and Damage?
I think you should combine flowing defense and Iron Body. "A Monk may add his Wisdom modifier to both attack rolls(instead of Strength Modifier) and AC. In addition the monk gains a +1 at 3rd lvl and every 3 levels afterwards(Max of +5 at lvl 15)" or something like that. Iron Body seems that it covers both offense and defense style wise. What if he were to add wis bonus, but not dex bonus to AC period, but allow monk to wear light armor and shield without loss of bonus? This reduces to only needing Wis and Con, maybe add Wis to unarmed Damage. Just an idea.
To take advantage of Flurry of Styles you need to use standard feets awarded towards style feets, as every style has 3 feets I think. Part of me doesn't particularly enjoy forcing someone to use regular feats in a specific way, but that happens for alot of other classes. Just an observation I guess.
I also miss the idea of ki.
Can I use Wholeness on others? Why did it change from healing monk? I like idea of restoration more btw, but the ability to heal oneself was also nice.

Kitsune Knight |

Only had a chance to skim, but I like this. Some good ideas in here. The one thing I missed were the ki-powers.
Well you should enjoy the last build then as I added them back into my version of the Monk. The second post from march 6 should be the most updated. Honestly, I am debating setting up a new thread (although I am not sure of forum policy on making new threads to rehash something that is already covered in an existing thread) just to avoid confusion.

Kitsune Knight |

So a monk adds wis to attack only, and full Str to damage? Does the +1 every 3 lvls add to both attack and Damage?
I think you should combine flowing defense and Iron Body. "A Monk may add his Wisdom modifier to both attack rolls(instead of Strength Modifier) and AC. In addition the monk gains a +1 at 3rd lvl and every 3 levels afterwards(Max of +5 at lvl 15)" or something like that. Iron Body seems that it covers both offense and defense style wise. What if he were to add wis bonus, but not dex bonus to AC period, but allow monk to wear light armor and shield without loss of bonus? This reduces to only needing Wis and Con, maybe add Wis to unarmed Damage. Just an idea.
To take advantage of Flurry of Styles you need to use standard feets awarded towards style feets, as every style has 3 feets I think. Part of me doesn't particularly enjoy forcing someone to use regular feats in a specific way, but that happens for alot of other classes. Just an observation I guess.
I also miss the idea of ki.
Can I use Wholeness on others? Why did it change from healing monk? I like idea of restoration more btw, but the ability to heal oneself was also nice.
1) Well I dropped the wisdom to attack and instead had the monk replace dex with wisdom to calculating ac and allowed their stacking insight bonus to apply to both attack and damage. So, they really don't need Dexterity for much of anything (unless they are going for an unarmed attack of opportunity build) and a normal strength based monk can actually afford a 10-12 in dex now.
2) I think I'll leave them as bonus feats for now on the same progression as a master of many styles simply because this monk is already very feat starved. I think pulling the style feats as bonus feats would simply put them too far behind.
3) Good news then! I added ki back in when I realized that the monk was going to be rather far behind without it (and several of their higher level abilities don't work very well unless their based off of ki). Look at the second march 6 build to see the changes (again I apologize for the confusion. I should organize this thread but I am not really sure how to go about it.)
4) No, wholeness of body was intended to be used on the monk only, not on any other party members. The reason from the change from healing monk was I was actually looking at the Qinggong monk when I decided to use it, and didn't know the healing hand monk could do that. (although, now that I see it I think I'll leave it the way it is as the healing hand ability seems rather weak in comparison to me).
Thank you for the feed back and looking at my work! :D