
master arminas |
5 people marked this as a favorite. |

Okay, so here is probably the one thousandth and sixty-sixth (or is that sixty-SITH?) monk revision to hit these boards. Chime in and let me know how this one meets the goals to make the class a solid player in the game, and not a wanna-be.
MA
The Pathfinder Monk, version 1066!
For the truly exemplary, martial skill transcends the battlefield: it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding within themselves weapons that are just as capable of crippling or killing as any blade. These monks (so called since they adhere to strict martial disciplines and ancient philosophies passed down through the generations since the mythical War between Law and Chaos) elevate their bodies to become weapons of war. Monks tread the path of discipline and self-enlightenment, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
Role: This version of the monk class is, first and foremost, a skirmisher, a scout, a light fighter who relies on his innate abilities and ki to achieve literally inhuman results. He eschews clumsy armor and random weapons to instead achieve greatness through his own inner will and strength. His endurance and ability to sustain hardship is legendary, rivaled only by the toughest of barbarians and most skilled of rangers. His combat ability with attacks, damage, and maneuvers comes close to equaling more marital classes, yet he is more than merely a fighter. Wise beyond his years, the monk’s senses are keenly honed and he possesses an extensive array of techniques that permit him to accomplish acts that normally can be done only by a practitioner of magic. The varied selection of skills and talents that the monk has at his disposal make a valued member of any adventuring party.
Alignment: Any lawful.
Hit Die: d8.
BAB: Full
Good Saves: Fort; Reflex; and Will
Class Skills: Acrobatics (Dex); Climb (Str); Craft (Int); Diplomacy (Cha); Escape Artist (Dex); Intimidate (Cha); Knowledge (Any) (Int); Linguistics (Int); Perception (Wis); Perform (Cha); Profession (Wis), Ride (Dex); Sense Motive (Wis); Stealth (Dex); and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Weapons and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, and spear. Furthermore, monks are proficient with any weapon with the monk special quality.
Monks are not proficient with any armor or shields.
Body and Soul (Ex): Starting at 1st level, a monk gains a +1 inherent bonus to his lowest ability score. If the monk has two or more ability scores that are equally low, he may apply this bonus to the ability score of his choice.
At every level gained as a monk thereafter, the monk may assign another +1 inherent bonus to his lowest ability score (or his choice of an ability score of two or more are equally low) or instead increase any already assigned inherent bonus by 1. The monk may not exceed a +5 inherent bonus with any of his ability scores; he must always assign this inherent bonus to his lowest ability score, except if that ability score has already received +5 in inherent bonuses or if two or more ability scores qualify as the lowest.
Inherent bonuses received through the use of spells or magic items such as wish or various manuals or tomes are not so limited to the lowest ability score of a monk, but the character must still abide by a maximum limit of +5 inherent bonuses on any one ability score.
Bonus Feat: At 1st level, 2nd level, and every 4 levels gained as a monk thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Improved Sunder, and Scorpion Style.
At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Blind-Fight, Improved Bull Rush, Improved Disarm, Improved Trip, Mobility, Snatch Arrows, and Vital Strike.
At 10th level, the following feats are added to the list: Greater Blind-Fight, Greater Grapple, Greater Sunder, Greater Weapon Focus, Improved Critical, Medusa’s Wrath, and Spring Attack.
At 14th level, the following feats are added to this list: Greater Bull Rush, Greater Disarm, and Greater Trip.
A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (club, dagger, handaxe, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, as well as all other weapons with monk special quality not listed) at his highest base attack bonus. A monk takes a penalty of -2 on the attack roll of all attacks made during a flurry of blows and any attacks of opportunity that he may make during the same round he uses a flurry of blows, as well as all combat maneuvers made during that round. This penalty does not increase if the monk wields a one-hand weapon in his off-hand.
A monk using flurry of blows may make all of his attacks (the normal as well as the additional attack(s) from this ability) with just one weapon chosen from those above, or with two weapons. He may substitute an unarmed strike for any number of his attacks during a flurry of blows. A monk may substitute disarm, sunder, and trip combat maneuvers as part of a flurry of blows.
Starting at 8th level, the monk can make two additional attacks when he uses flurry of blows; the second additional attack is made at the highest attack bonus -5 (before applying the -2 penalty given to all attacks made during a flurry of blows).
At 15th level, the monk can make three additional attacks when he uses flurry of blows; the third additional attack is made at the highest attack bonus -10 (before applying the -2 penalty given to all attacks made during a flurry of blows).
A monk applies his normal full Strength modifier to his damage rolls for all successful attacks made with a flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands; i.e., a monk does not apply one-half Strength for using an off-hand weapon or one and one-half Strength for using a two-hand weapon, regardless of how the weapon is wielded. A monk using the Power Attack feat during a flurry of blows treats all weapons, regardless of how they are wielded, as one-handed weapons wielded in a single hand, for the purpose of determining the bonus damage granted by that feat.
A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Intuitive Defense (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed.
The benefits from this class feature only apply if the monk is wearing no armor and is not carrying a medium or heavy load.
Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if the monk does not meet the prerequisites. At 4th level, and every four levels gained as a monk thereafter, the monk gains the ability to apply a new condition to the target of his stunning fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, 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 (for example, a creature sickened by a 8th level monk’s stunning fist cannot become nauseated if he is struck again), but additional hits do increase the duration. Creatures may be affected by multiple effects, if the monk successful strikes them and they fail their saving throw (for example, a creature sickened in one round can be stunned (or fatigued, if the monk prefers) the following round). In this case, both effects apply fully to the target creature.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be performed with fist, elbows, knees, feet, and head. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural attacks (including the bonus attack granted by the spell haste).
A monk also deals more damage with his unarmed strikes than a normal person would, with a Medium monk dealing 1d6 points of damage. A Small monk deals 1d4 points of damage, whereas a Large monk deals 1d8 points of damage.
At 10th level, and again at 20th level, the damage a monk deals with his unarmed strikes increases: Medium monks deal 1d8 damage at 10th and 2d6 damage at 20th, Small monks deal 1d6 damage at 10th and 2d4 damage at 20th, and Large monks deal 1d10 damage at 10th and 2d8 damage at 20th.
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. Evasion can be used only if a monk is wearing no armor and carrying no more than a light load. A helpless monk does not gain the benefit of evasion.
Fleet: Starting at 2nd level, a monk gains Fleet as a bonus feat. This increases his base speed (for his race) by +5 feet. This increase in speed is not an enhancement bonus. This benefit only applies if the monk is wearing no armor and is not carrying a medium or heavy load.
At 4th level, and every even level gained thereafter as a monk, the monk gains this feat again. Its benefits stack, to a maximum speed increase of +50 feet at 20th level.
Size Matters Not (Ex): Starting at 3rd level, a monk is treated as one size category larger than his natural size whenever he performs a combat maneuver—but only when he attempts to perform a combat maneuver on a creature larger than himself.
At 8th level, a monk is treated as two size categories larger when he performs a combat maneuver, but only against creatures at least two size categories larger than himself.
At 14th level, a monk is treated as three size categories larger when he performs a combat maneuver, but only against creatures at least three size categories larger than himself.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against all mind-affecting spells and effects. Starting at 10th level, if the monk fails a saving throw against mind-affecting spell or effect, he may (as a free action) attempt to save at the start of his next turn on the following round against the same DC; a success on this second save attempt will immediately end the mind-affecting spell or effect.
Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy that 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. When a monk’s unarmed strikes are imbued with ki (i.e., when he has at least 1 point remaining in his ki pool), his unarmed strikes gain a +1 enhancement bonus on attack rolls (but not damage rolls) and are treated as magic weapons for all purposes, including bypassing damage reduction and striking incorporeal creatures.
Ki strike improves as the character gains additional levels as a monk. At 7th level, his unarmed strikes have a +2 enhancement bonus on attack rolls only, and are also treated as cold iron or silver weapons for the purpose of overcoming damage reduction.
At 10th level, the enhancement bonus on his unarmed strikes increases to +3 and they are treated as lawful weapons for the purpose of overcoming damage reduction.
At 13th level, his unarmed strikes have an enhancement bonus of +4 and are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
At 16th level, his unarmed strikes gain an enhancement bonus of +5 and overcomes all alignment based damage reduction.
At 19th level, a monk’s ki strike increases the critical threat range and multiplier to 19-20/x3 for his unarmed strikes (this increase with stack with the improved critical feat, if the monk has already or at some time later selects that feat for his unarmed strike).
By spending 1 point from his ki pool, a monk can make one additional attack at his highest base attack bonus when he performs a flurry of blows attack (see above). He may instead spend 1 point when he is charging, using the Spring Attack feat, or moves 10 feet or more in a round to gain one additional attack at his highest attack bonus. This additional attack must be made with an unarmed strike or a special monk weapon and suffers the same -2 penalty given under flurry of blows (and all attacks of opportunity and combat maneuvers performed in the same round also suffer the same -2 penalty). The additional attack granted by spending a point of ki does not stack with that provided by a speed weapon or by the spell haste.
In addition, the monk can spend 1 point to gain any of the following effects:
1. A +20’ enhancement bonus to his speed for 1 minute.
2. To take a second 5’ step in a round where he has already taken a 5’ step.
3. To gain a +4 bonus to the saving throw DC of his Stunning Fist ability for 1 attack (this option must be used before the attack is rolled); this use also applies to his Quivering Palm ability, once the monk gains the use of that class feature.
4. To gain a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action. A monk gains additional powers that consume point from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Catfall (Ex/Su): At 4th level or higher, a monk always lands on his feet after a fall (but not when deliberately tripped). In addition, a monk is capable of falling great distances without harm. If the monk is within arm’s reach of a wall, a curtain, a tree, a cliff, etc., etc., etc., the monk may slow his fall and reduce his damage by 4d6. For each additional level gained thereafter as a monk, the falling damage is reduced by an additional 1d6, to a maximum reduction of 20d6 for a 20th level monk, allowing a monk of such a level to fall any distance without suffering harm—as long as he is within arm’s reach. This part of the ability is exceptional in nature.
If the monk is NOT within arm’s reach of a means of slowing his fall, he may spend 1 ki point as an immediate action to reduce the damage taken from a fall by 4d6. For each additional level gained thereafter as a monk, the falling damage is reduced by an additional 1d6, to a maximum reduction of 20d6 for a 20th level monk, along a monk of such a level to fall any distance without suffering harm. A monk using this ability is not slowed when falling, nor does he require a wall or other surface within arm’s length; this part of the ability is supernatural.
High Jump (Ex): At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Monastic Weapons Training (Ex): Starting at 6th level, a monk gains a +1 bonus on all attack rolls (but not damage rolls) made with unarmed strikes, special monk weapons, and simple melee or thrown weapons. Every six levels gained as a monk thereafter (12th and 18th), this bonus increases by an additional +1.
A monk also adds this bonus to any combat maneuver checks made with unarmed strikes, special monk weapons, or simple melee or thrown weapons, as well as any grapple checks which he makes. When wielding a special monk weapon, this bonus also applies to a monks Combat Maneuver Defense against disarm and sunder attempts.
Wholeness of Body (Su): At 7th level and higher, a monk can heal his own wounds. By spending 2 points from his ki pool as a swift action, the monk will heal a number of hit points of damage that he has suffered equal to his level as a monk plus 4d6. This ability cannot be used on others. The amount of damage healed increases by +1d6 for every odd level gained as a monk thereafter (i.e., 5d6+9 at 9th level, 6d6+11 at 11th level, etc.), to a maximum die of 10d6+19 at 19th level (but 10d6+20 at 20th level).
Starting at 14th level, a monk using wholeness of body can instead spend 2 ki points as a swift action to instead heal ability damage or drain that he has taken. The monk heals the same amount as given above; but this amount can only be applied to ability damage or drain. This ability cannot be used on others. The monk may split this restoration between as many ability scores as he chooses, but no score can be raised above its normal maximum value. Any excess ability score damage or drain restoration is lost.
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.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level.
Normally, he may not take other creatures with him when he uses this ability. However, if monk spends 2 additional points of ki for each willing creature he touches (to a maximum of two), he may transport those as well. Unlike the spell, using this ability does not end the character’s turn.
Diamond Soul (Ex): At 13th level, a 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.
By spending 1 point from his ki pool as an immediate action, a monk can gain a +4 bonus to his spell resistance for 1 round.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll.
Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at a later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one-half the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger form that particular quivering palm attack, but it may still be affected by another one at a later time.
A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
At 16th level, a monk may make additional quivering palm attacks by spending 2 points from his ki pool on each attack after the first made in a single day.
Timeless Body (Ex): At 17th 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.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with and understand any living creature.
Empty Body (Su): At 18th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
Walk Between Worlds (Su): Starting at 19th level, a monk gains the ability to plane shift, as per the spell. Using this ability requires 10 minutes of meditation and consumes 4 points from his ki pool. Normally, this ability only affects the monk, but by spending 4 points of ki per additional person, he may transport willing creatures with him.
Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical affects. Additionally, the monk gains damage reduction 10/chaotic and magic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
EX-MONKS
A monk who becomes nonlawful cannot gain new levels as a monk, but retains all monk abilities.

master arminas |

Add to Flurry of Blows (Ex): Flurry of blows may not be combined with Two-Weapon Fighting to gain additional attacks. A monk may choose to use either flurry of blows or Two-Weapon Fighting, but must abide by the restrictions and benefits listed for the specific form of attack used; the two cannot be combined.
Add to Ki Pool (Su):
5. To ignore Damage Reduction (except for x/- and x/Epic) with unarmed strikes for 1 round.
Sorry that I left out those lines.
MA

Atarlost |
It's better, but I think there are still issues.
The current weapon using monk is near the back of the martial pack even with flurry.
You've taken away two handed temple sword power attack, which loses 2 damage per 4 levels. Monastic Weapon Training gives back 1 accuracy per 6 levels. That's not a great deal. Armed monks, which were marginal, are now weaker unless they're burning ki. There's still not a tremendous amount of ki to burn.
Unarmed monks have had their damage dice increase reduced. They have gained a slight accuracy increase. It may be a good deal, but they're still behind weapon using monks because of the amulet conflict.
Diamond Soul is still there and still worse than having no ability at all for most monks operating in an adventuring group.
Body and Soul is not great. You can either use a standard monk point buy and gain nothing until you've raised int and cha to the level of your lowest important stat and then pushed something over a modifier, making it a late game ability, or you can go for a flat point buy and be completely useless in the early game weakness without the payoff of phenomenal cosmic power. Don't get me wrong, it's a nice ability -- it just isn't as good as it sounds on a class that has two traditional dump stats.
There's wasted verbiage. There's no need for the second paragraph of Fleet (Fleet just works like that because it's untyped and the feet is already stackable and the 50' cap is pretty much pointless. Who cares if a monk takes fleet as all of his HD feats and cheeses 130' movement? That's like cheesing a profession skill.) There's also no need to duplicate the description of spell resistance. By 13th level the players should know what spell resistance is; they're fighting enough outsiders that have it.
I like Size Matters Not and the BAB change. The skill change answers some complaints and might allow some out of combat utility, but bringing up the int and cha to make use of it will hurt their early game combat ability.

3.5 Loyalist |

Okay, so here is probably the one thousandth and sixty-sixth (or is that sixty-SITH?) monk revision to hit these boards. Chime in and let me know how this one meets the goals to make the class a solid player in the game, and not a wanna-be.
MA
The Pathfinder Monk, version 1066!
For the truly exemplary, martial skill transcends the battlefield: it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding within themselves weapons that are just as capable of crippling or killing as any blade. These monks (so called since they adhere to strict martial disciplines and ancient philosophies passed down through the generations since the mythical War between Law and Chaos) elevate their bodies to become weapons of war. Monks tread the path of discipline and self-enlightenment, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
Role: This version of the monk class is, first and foremost, a skirmisher, a scout, a light fighter who relies on his innate abilities and ki to achieve literally inhuman results. He eschews clumsy armor and random weapons to instead achieve greatness through his own inner will and strength. His endurance and ability to sustain hardship is legendary, rivaled only by the toughest of barbarians and most skilled of rangers. His combat ability with attacks, damage, and maneuvers comes close to equaling more marital classes, yet he is more than merely a fighter. Wise beyond his years, the monk’s senses are keenly honed and he possesses an extensive array of techniques that permit him to accomplish acts that normally can be done only by a practitioner of magic. The varied selection of skills and talents that the monk has at his disposal make a valued member of any adventuring party.
Alignment: Any lawful.
Hit Die: d8.
BAB: Full
Good Saves: Fort; Reflex; and Will...
I like it a bit, and it is clear, that is a plus. Full bab monks really have a lot of supporters. However, it is still so huge a wall of text and could be made leaner and meaner. It follows in the path of monks prior, and so I say it is no longer the time to follow in the footsteps of the masters, it is time to transcend them and move beyond as you follow the way of the monk.
Strip it down further, build it back up, take little inspiration from the standard, make YOUR monk class.

Trogdar |
1 person marked this as a favorite. |

What if you changed body and soul so that its effects altered how your level based ability score improvements worked?
Something like each point allocated to wisdom would allow another score to improve similarly?.... Not sure how to describe what I mean... The monks mental discipline is channeled inward and improves one of the monks physical attributes. So instead of improving all your low scores, you improve your wisdom at 4th, 8th, etc., and gain an equal amount of strength or constitution or something?
It would likely resolve a lot of hitting issues.

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THAT, Trogdar, is an awesome idea. And powerful. So a monk can focus on wisdom and dex, and have an average (like 14) str and by focusing on wisdom, has the option of improving his strength over time, or further powering his dex, or enhancing his wisdom even further...essentially, this self empowerment. I love it.

master arminas |

I did Body and Soul as it is for a reason: you can't dip a level or two of monk to grab a couple of free inherent bonuses to your best stats. Sure, it starts slow and it first improves those ability scores you dumped, but over time you get 550,000 gp worth of free inherent bonuses to your ability scores.
Is that worth it? I think so.
Let's look at one possible combination. You are a human monk built on a 20-point buy. Your starting ability scores might well look like this: Str 16 (5 pts, +2 human), Dex 15 (7 pts), Con 13 (3 pts), Int 12 (2 pts), Wis 15 (7 pts), and Cha 7 (-4 pts).
Base starting array: Str 16, Dex 15, Con 13, Int 12, Wis 15, and Cha 7.
1st level: +1 inherent bonus to Cha (8).
2nd level: +1 inherent bonus to Cha (9).
3rd level: +1 inherent bonus to Cha (10).
4th level: +1 inherent bonus to Cha (11) and +1 level bonus to Str (17).
Str 17, Dex 15, Con 13, Int 12, Wis 15, Cha 11.
5th level: +1 inherent bonus to Cha (12).
6th level: +1 inherent bonus to Int (13).
7th level: +1 inherent bonus to Con (14).
8th level: +1 inherent bonus to Int (14) and +1 level bonus to Str (18).
Str 18, Dex 15, Con 14, Int 14, Wis 15, Cha 12.
9th level: +1 inherent bonus to Con (15).
10th level: +1 inherent bonus to Int (15).
11th level: +1 inherent bonus to Wis (16).
12th level: +1 inherent bonus to Dex (16) and +1 level bonus to Str (19).
Str 19, Dex 16, Con 15, Int 15, Wis 16, Cha 12.
13th level: +1 inherent bonust to Con (16).
14th level: +1 inherent bonus to Int (16).
15th level: +1 inherent bonus to Dex (17).
16th level: +1 inherent bonus to Wis (17) and +1 level bonus to Str (20).
Str 20, Dex 17, Con 16, Int 16, Wis 17, Cha 12.
17th level: +1 inherent bonus to Con (17).
18th level: +1 inherent bonus to Int (17).
19th level: +1 inherent bonus to Wis (18).
20th level: +1 inherent bonus to Dex (18) and +1 level bonus to Str (21).
Str 21, Dex 18, Con 17, Int 17, Wis 18, Cha 12.
Int and Cha are maxed out at +5 inherent bonuses each. Con has a +4 bonus, Dex and Wis each have a +3 bonus; Str has none. For 275,000 gp, you can buy another +10 inherent bonuses, which will boost your ability scores to the following:
Str 26, Dex 20, Con 18, Int 17, Wis 20, Cha 12.
BEFORE any enhancement bonuses. And you will still have 605,000 gp to spend on equipment.
After enhancement, you are looking at Str 32, Dex 26, Con 24, Int 17, Wis 26, and Cha 12 (total cost of 180,000 gp for a +6 belt of physical perfection and a +6 headband of inspired wisdom, leaving 425,000 gp).
I don't know about you, but I'd consider those stats worthwhile . . . yes?
MA

Trogdar |

They are worth a lot in terms of money and they certainly feel like a monk thing. The only issue is that you still have low to hit and stunning fist DC's. Your not giving them anything they can't purchase, which is why I offered an alternative. The current body and soul is cool and very fluffy, but the monks problems stem from DC and to hit thresholds.
I appreciate the feel of your changes very much MA, truly. I just thought I would offer some alternative that ends up improving the monk in the direction that is necessary for parity with other martials.

master arminas |

No problem, and I do like your idea above (an extra +1 level increase for any physical score if you raise Wisdom at levels 4, 8, 12, 16, and 20). In fact, I would suggest the reverse as well: if you raise Dexterity, then you get an extra +1 level increase for any mental score.
Now, this monk above has full BAB and he gets kinda-sorta Weapon Training with unarmed strikes, special monk weapons, and simple melee or thrown weapons (up to +3 at 18th level, only applies to hit, not damage). This addresses the to-hit problems of the Monk (in part). AND, ki strike gives an enhancement bonus on attack rolls only for unarmed strikes (and weapons with the ki focus property), meaning you don't have to invest in an AoMF immediately.
Sure, your damage isn't going to rival a fighters . . . but it shouldn't. Not in my opinion. But with the ki option to spend a point and bypass damage reduction, you can have a good, solid, martial artist/mystic monk style character.
As for the DC, you can spend a point of ki as a swift action to gain a +4 increase to the DC of Stunning Fist and Quivering Palm. You can't do everything at once, and even beefed up as above, the ki pool is a very finite resource. But I think it addresses the problems with monk in a very thematic way.
MA