
Egeslean05 |

This is my attempt at bringing the monk up in power. I've altered many abilities of the monk and the monk's ki powers, I've also added more than a few new abilities and powers. Some abilities will be unpolished, specifically Inner Fire, I think the reason will be readily apparent to all, but I hope the idea and goal behind it is just as apparent. One thing I wanted to do was give the monk was options, so the player could make their monk the way they visualize them. I've rolled all Qinggong monk ki powers into the Unchained Monk's and altered or lined up the minimum levels needed to take the ki power to match the Unchained Monk's ki powers.
I'm quite open to suggestions, ideas, and critiques. I've done this with belief that the monk needs some love and help, suggesting/stating otherwise will go ignored by me.
Abilities that I've altered are marked with **. Abilities I've added are marked with >>>.
That said, I present:
Unchained Monk (Altered)
LvL__BAB___Saves__Special________________________________Damage__AC___Speed
1____1________2____Bonus Feat, Flurry of Blows (Bonus Attack),____1d6____+1___+0
_____________________Stunning Fist, Unarmed Damage,
_____________________Inner Strength (half)
2____2________3____Bonus Feat, Evasion, Inner Fire_______________1d6____+1___+0
3____3________3____Fast Movement, Ki Pool, Ki Strike (magic)______1d6____+1___+10
4____4________4____Ki Power (x2), Shape Ki,,____________________1d8____+1___+10
_____________________Make It Count (19-20), Inner Strength (full)
5____5________4____Purity of Body, Style Strike (1/round),__________1d8____+2___+10
______________________Constant Ki Power 1
6____6/1_______5____Bonus Feat, Ki Power,______________________1d8____+2___+20
7____7/2_______5____Ki Strike (cold iron and silver),_______________1d8____+2___+20
8____8/3_______6____Ki Power (x2), Style Strike,__________________2d6____+2___+20
9____9/4_______6____Improved Evasion, Harmony in Chaos,_________2d6____+3___+30
10___10/5______7____Bonus Feat, Ki Power, Constant Ki Power 2_____2d6____+3___+30
______________________Ki Strike (chaos/lawful/good/evil)
11___11/6/1_____7____Flurry of Blows (BA 2), Style Strike (2/round)___2d6____+3___+30
12___12/7/2_____8____Ki Power (x2),____________________________2d8____+3___+40
13___13/8/3_____8____Make It Count (x3),________________________2d8____+4___+40
14___14/9/4_____9____Bonus Feat, Ki Power, Style Strike____________2d8____+4___+40
15___15/10/5____9____Ki Strike (adamantine), Constant Ki Power 3____2d8____+4___+50
16___16/11/6/1___10___Ki Power (x2)____________________________3d6____+4___+50
17___17/12/7/2___10___Style Strike (3/round)______________________3d6____+5___+50
18___18/13/8/3___11___Bonus Feat, Ki Power______________________3d6____+5___+60
19___19/14/9/4___11___Flurry of Blows (BA 3), Make It Count (18-20)__3d6____+5___+60
20___20/15/10/5__12___Ki Power (x2), Style Strike__________________3d8____+5___+60
_______________________Constant Ki Power 4
**Alignment: Any; Most monks are Lawful or Neutral
[b[Hit Die:[/b] d10
**Class Skills:
Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str)
Skill Ranks per Level: 4+Int modifier
**Weapon and Armor Proficiency: Monks are proficient with brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shiriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are proficient with Monk Armor but no other armor or shields.
When wearing armor besides Monk Armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus as well as his fast movement and flurry of blows abilities.
**AC Bonus (Ex): When wearing Monk Armor or unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC, CMB, and CMD. In addition, a monk gains a +1 bonus to AC, CMB, and CMD at 1st level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 17th 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 besides Monk Armor, when he carries a shield, or when he carries a medium or heavy load.
>>>Inner Strength (Ex): A monk's true strength comes from within themselves. Starting at 1st level a monk uses half their Strength score and bonus (rounded down) for STR based stats, checks, rolls, etc., and adds half of their Wisdom score and bonus (rounded down) to STR based stats, checks, rolls, etc. At 4th level a monk uses their WIS score and bonus in place of STR for all stats, checks, rolls, etc., and adds twice their WIS bonus to CMB and CMD.
**Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, any Style feat, and Throw Anything.
At 6th level, the following feats are added to the list: Dimensional Dervish, Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility, any second feat in a style chain.
At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack, any third feat in a style chain. A monk need not have any of the prerequisites normally required for these feats to select them.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th and 19th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
**Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration. The DC saving throw against a monk's Stunning Fist is against Fort or Will, whichever is lower.
**Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
When a monk uses Brass Knuckles, Gauntlet, or Cestus, their attacks are considered Unarmed and thus benefit from the monk's Unarmed Strike, Inner Fire, Make it Count, Shape Ki, and any feats or spells that normally improve Unarmed Attacks such as Improved Critical (unarmed), and strong jaw.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks. The damage for Small or Large monks is listed below.
Level___Small___Large
1-3______1d4____1d8
4-7______1d6____2d6
8-11_____1d8____2d8
12-15____2d6____3d6
16-19____2d8____3d8
20,______3d6____4d6
Evasion (Ex): At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Ref lex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
**Fast Movement (Ex): At 3rd level, a monk gains an increase to his base speed. A monk in armor or carrying a medium or heavy load loses this extra speed. This bonus applies to all his movement types except burrow which only benefits from half the Fast Movement increase. The monk must possess wings to benefit from the speed increase to their Fly speed from this ability.
>>>Inner Fire (Su): At 2nd level, a monk can spend 300gp on special elixirs, incense, oils, and other materials and spend 24 hours in a deep meditation. At the end of their meditation they make a DC10 Wis check, if they succeed, they are considered Masterwork and gain +1 to attack rolls. If they fail, they can try again after one week and pay 150gp to replenish the materials they consumed in the previous attempt.
At 3rd level a monk is able to further enhance herself as though creating a magic weapon. Instead of a Spellcraft or Craft check, she uses her Will bonus + her monk level to determine if she is successful. She must pay double the cost per enhancement bonus or weapon special ability for the needed oils, elixirs, herbs, etc. to accomplish it.
She can have two separate sets of magic weapon abilities active at the same time, similar to a double weapon with different abilities on each end or wielding two separate weapons. She must pay for each set separately. She can have a total of four sets total, as if having a backup double weapon or two backup weapons.
If she finds a magic weapons with an ability she can spend 8 hours per +1 bonus attuning herself to its energies. At the end of the required time she makes a Will+monk level check as if she were crafting the item. If successful she adds that ability or bonus to one of her four sets. This process robs the magic weapon of all magic returning it to a normal masterwork item of its type, this happens even if she attuned to only a single +1 bonus of a +10 bonus item.
She can, if need be, quicken the attunement process by brute force to a full round at the cost of 1d3 points of temporary Con damage and 1 ki point per +1 bonus. This is only temporary, and as such, it does not drain the weapon of its magic properties, a monk must be proficient with the weapon for her to use Inner Fire this way. The Con damage cannot be healed until the monk releases the weapon and severs her connection to it. She can only force the connection for up half her monk levels, after which she must either sever the connection or forcefully attune herself again and suffer more temp Con damage and pay more ki points.
When using Brass Knuckles, Gauntlet, or Cestus, a monk can use Inner Fire through them. If a monk uses a Magic versions of Brass Knuckles, Gauntlet, or Cestus, she can use their abilities or enhancement bonuses when making attacks with any part of her body. She must first spend 8 hours per +1 bonus per weapon in meditation to become familiar with the weapon. At the end of the meditation, she and the weapon are truly one whole. If a weapon she has previously meditated with gains a new ability or enhancement bonus, she must begin the meditation again, spending another 8 hours per new +1 bonus before she can use its abilities when attacking with any part of her body.
**Ki Pool (Su): At 3rd 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 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful, chaotic, good, and evil weapons for the purpose of overcoming damage reduction. At 15th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. When using Brass Knuckles, Gauntlet, or Cestus, a monk can use Ki Strike through them.
By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points 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.
**Ki Powers (Su): At 4th level and every 2 levels thereafter, a monk can select one ki power. At 4th level and every 4 levels thereafter a monk chooses two ki powers instead of one. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed, except by retraining. Some ki powers require the monk to be of a specific level or higher before they can be chosen. The 4th level, 6th level, 8th level, etc, groupings are minimum level a monk needs to be to select the power, a 10th level monk can select any ki power from 4th level through 10th level ki powers. A monk adds their WIS bonus to their caster level and concentration checks. The saving throw against a monk's ki power, if any, is equal to 10+half the monk's level+the monk's Wisdom bonus. Unless otherwise noted, a monk cannot select an individual ki power more than once.
_____Acrobatic Steps (1 ki point)(Feat):
_____augury (1 ki point)(Spell):
_____[b]barkskin (self only, 1 ki point)(Spell):
_____Deny Death (immediate action)(0 ki points)(Feat):
_____feather step (self only, 1 ki point)(Spell):
_____Empty Body (3 ki points)(Su):
_____Feather Balance (1 ki point)(Ex):
_____High Jump (1 ki point)(Ex)(Monk Ability):
_____hydraulic push (1 ki point)(Spell):
_____[i]>>>Ki Armor (self only, 1 ki point)(Spell): A monk surrounds herself with a field of ki energy similar to mage armor.
Casting Time: 1 standard action; Range: personal;
Target: self; Duration: 10 min./level (D)
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
_____ki arrow (1 ki point)(Spell):
_____Ki Metabolism (1 ki point)(Su):
_____Ki Range (1 ki point)(Su):
_____>>>Ki Shield (1 ki point)(Spell): A monk creates a shield of ki to protect himself similar to the shield spell.
Casting Time: 1 standard action; Range: personal;
Target: you; Duration: 10 min./level (D)
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
_____Ki Stand (immediate action)(1 ki point)(Feat):
_____>>>Ki Vigor (1-5 ki points)(Ex): A monk with this ability can spend 1 ki point per four levels as standard action and gain Fast Healing 1 for 1 minute for every two monk levels. Fast healing increases by 1 every four monk levels to a maximum of Fast Healing 5 at 20th level.
_____>>>Martial Arts Master (0 ki points)(Ex)(Monk Ability): A monk may use his monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.
_____message (1 ki point)(Spell):
_____Power Attack (1 ki point)(Feat):
_____Quick Draw (1 ki point)(Feat): Y
_____scorching ray (2 ki points)(Spell):
_____**Slow Fall (1 ki point)(Su)(Monk Ability): A monk can slow his descent by expending 1 point from his ki pool. When he uses this ability, he takes no damage from the fall (as if using feather fall).
_____**Still Mind (0 ki points)(Ex)(Monk Ability): As long as he has at least 1 point remaining in his ki pool, a monk gains a +2 bonus on saving throws against enchantment spells and effects.
_____Sudden Speed (1 ki point)(Su):
_____Throw Anything (1 ki point)(Feat): Y
_____true strike (self only, 1 ki point)(Spell):
_____**Wholeness of Body (2 ki points)(Su): A monk with this ki power can heal his own wounds as a standard action. By spending 2 points from his ki pool, he can heal an amount of damage equal to 2d8 + his monk level. This healing increases by 1d8 every two monk levels the character possesses, to a maximum of 10d8+hi monk level at 20th level.
_____>>>acid spray (2 ki points)(Spell):
Casting Time: 1 standard action; Range: 60 ft.;
Effect: 60-ft. Line; Duration: instantaneous;
Saving Throw: Reflex partial (see text); Spell Resistance: yes
A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6) to each creature within its area (Reflex half ). This acid continues to burn for 1 round, dealing 1d6 points of acid damage per two caster levels (maximum 7d6) to any creature that failed its saving throw against the spell (a second Reflex save on the creature’s turn negates this additional damage).
_____cloak of winds (self only, 2 ki points)(Spell):
_____Diamond Mind (1-2 ki points)(Su):
_____Elemental Fury (1 ki point)(Su):
_____gaseous form (self only, 1 ki point)(Spell):
_____Heroic Recovery (immediate action)(1 ki point)(Feat):
_____hydraulic torrent (2 ki points)(Spell):
_____Ki Guardian (immediate action)(1 ki point per ally)(Su):
_____Ki Mount (1 ki point)(Su):
_____remove disease (2 ki points)(Spell):
_____Sidestep (immediate action)(1 ki point)(Feat):
_____Snatch Arrows (immediate action)(1 ki point)(Feat):
_____Spring Attack (1 ki point)(Feat):
_____Water Sprint (1ki point)(Su):
_____**Abundant Step (2 ki points)(Su): A monk with this ki power can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. The monk’s caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. A monk can make one attack or take one action before his turn ends as a result of Abundant Step.
_____**dragon’s breath (2 ki points)(Spell):
Casting Time: 1 standard action; Range: 30 ft. or 60 ft.;
Area: cone-shaped burst or line; Duration: instantaneous;
Saving Throw: Reflex half; Spell Resistance: yes
You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level (maximum of 12d6). A successful Reflex save results in half damage. The spell’s effect and energy type depend on the type of dragon scale used:
Black or Copper dragon: 60-foot line of acid.
Green dragon: 30-foot cone of acid.
Bronze dragon: 60-foot line of electricity.
Blue dragon: 30-foot cone of electricity.
Brass dragon: 60-foot line of fire.
Gold or red dragon: 30-foot cone of fire.
Silver dragon: 60-foot line of cold.
White dragon: 30-foot cone of cold.
_____Formless Mastery (immediate action)(1 or 3 ki points)(Ex):
_____Furious Defense (immediate action)(1 or 3 ki point)(Ex):
_____Gliding Steps (immediate action)(1 ki point)(Feat):
_____Insightful Wisdom (2 ki points)(Su):
_____**Light Steps (0 ki points)(Ex): As long as he has at least 1 point remaining in his ki pool, a monk with this ki power can move effortlessly across nearly any surface, ignoring all difficult terrain. In addition, while active, he can cross any solid surface, even if it would normally not support his weight. This does not allow him to walk on liquids.
_____neutralize poison (3 ki points)(Spell):
_____poison (2 ki points)(Spell):
_____restoration (self only, 2 ki points)(Spell):
_____share memory (0 ki points)(Spell):
_____silk to steel (1 ki point)(Spell):
_____**Spider Step (1 ki point)(Feat): As a move action, you can move up to half your modified speed (Fast Movement bonus plus base land speed) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. Once activated, this ability lasts for 1 minute.
_____[b]**strangling hair (2 ki points)(Spell):
Casting Time: 1 standard action; Range: close (25 ft. + 5 ft./2 levels);
Target: one creature; Duration: concentration, up to 1 round/level;
Saving Throw: none; Spell Resistance: yes
Your hair animates and extends to grapple and constrict an opponent. Make a grapple check against the target using your caster level as the base attack bonus plus a bonus equal to your Intelligence bonus (if a witch or wizard), Charisma bonus (if a sorcerer), or Wisdom bonus (if a monk). This grapple check does not provoke attacks of opportunity. If your hair succeeds in grappling a foe, that creature takes 1d6 points of damage or your unarmed strike damage, whichever is greater, and gains the grappled condition. Your hair receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that your hair succeeds on a grapple check, it deals an additional 1d6 points of damage. The CMD of your hair, for the purposes of escaping the grapple, is equal to 10 + its CMB. Once you choose a target, your hair continues to attack that target independently of your own actions. You may designate a new target as a move action, which causes your hair to release its current target (if any) and attack the new target that round. Your hair cannot be targeted as a separate creature, but it can be dispelled.
_____Whirlwind Attack (2 ki points)(Feat):
_____**Wind Jump (2 ki points)(Su): A monk with this ki power can spend 2 point from his ki pool as a move action to grant himself a fly speed (with perfect maneuverability) equal to his modified speed (Fast Movement bonus plus base land speed). Once activated, this ability lasts for 1 minute.
_____**Elemental Fists (2-5 ki points)(Feat): When you use Elemental Fists pick one of the following energy types: acid, cold, electricity, or fire. On a successful unarmed hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must pay 2 ki points and declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round. Special: A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. A monk can spend an additional 2 ki points, for a total of 4 ki points, to use an improved version of Elemental Fists, dealing 1d6 damage plus 1d6 per five monk levels, for a total of 5d6 at 20th level.
For an additional 1 ki point, a monk can use Elemental Fists during a flurry of blows. Each attack uses one use of her daily allotment of Elemental Fists, but she does not have to pay the ki cost again that round.
_____**Diamond Soul (0 ki points)(Ex) (Monk Ability): As long as he has at least 1 point remaining in his ki pool, a monk gains spell resistance equal to his monk level + 10. Beneficial spells automatically bypass the spell resistance granted by Diamond Soul, though a monk can negate this as a Free Action as long as he is conscious.
_____discordant blast (2 ki points)(Spell):
_____>>>Free Step (0 or 3 ki points)(Su): As long as the monk has at least 1 ki point remaining in his pool he acts as if under continuous freedom of movement. At 18th level, a monk can spend 3 ki points to cast freedom on himself.
_____Greater Bull Rush (2 ki points)(Feat):
_____Greater Disarm (2 ki points)(Feat):
_____Greater Feint (2 ki points)(Feat):
_____Greater Sunder (2 ki points)(Feat):
_____Improved Blind-Fight (immediate action)(1 ki point)(Feat):
_____Ki Blocker (1-2 ki points)(Su):
_____Ki Hurricane (1-7 ki points)(Ex):
_____Ki Visions (2 ki points)(Su):
_____Lunge (1 ki point)(Feat):
_____shadow step (1 ki point)(Spell):
_____spit venom (2 ki points)(Spell):
_____**Step Up and Strike (immediate action)(2 ki points)(Feat): When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round. The monk must have Step Up and/or Follow Step feat(s) to utilize this ki power.
_____**Tongue of the Sun and Moon (0 ki points)(Ex)(Monk Ability): As long as a monk has at least 1 point remaining in his ki pool, they can understand and speak with any living creature, as if under a permanent tongues effect.
_____Wind Stance (2 ki points)(Feat):
_____**battlemind link (2 ki points)(Spell):
Casting Time: 1 standard action; Range: personal and close (25 ft. + 5 ft./2 levels);
Target: you and 1 ally; Duration: 1 minute/level;
Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. You and the ally each roll initiative in combat and use the higher die result before adding modifiers. This has three effects.
Melee: If you both make melee attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack rolls (plus bonuses).
Ranged: If you both make ranged attacks against the same creature, you both make attack rolls and both use the higher of the two dice for your attack roll (plus bonuses).
Spell: If you both cast spells and target the same area or same creature, affected creatures take a –2 penalty on their saving throw against the spells.
You and the target lose these benefits if you cannot see each other or if you or the target is unconscious or helpless.
_____**blood crow strike (2 ki points)(Spell):
Casting Time: 1 standard action; Range: medium (100 ft. + 10 ft./level);
Target: one creature; Duration: instantaneous;
Saving Throw: none; Spell Resistance: yes
Your unarmed strikes release blasts of energy in the form of bolts of fire or glowing red crows, which fly instantaneously to strike your target. You can make unarmed strike or flurry of blows attacks against the target as if it were in your threatened area immediately after completing the spell; each successful attack deals damage as if you had hit it with your unarmed strike, except half of all the damage is fire and half is negative energy (this negative energy does not heal undead). For example, if you are a 14th-level monk, you can use a flurry of blows to attack five times, creating one energy crow for each successful attack against the target, and dealing 2d6 points of damage (plus appropriate unarmed strike damage and any unarmed strike modifiers) with each crow.
_____**Cobra Breath (0 ki points)(Su): Whenever a monk with this ki power is attacked by a poison, in lue of neutralizing it via Purity of Body, he can release that poison as a ranged touch attack against a single foe within 30 feet. If the attack hits, the foe must succeed at a saving throw (using the poison’s original DC) or suffer the poison’s effects, even if it was not originally a contact poison.
_____>>>contagious flame (2 ki points)(Spell):
Casting Time: 1 standard action; Range: close (25 ft. + 5 ft./2 levels);
Target: three or more rays; Duration: 3 rounds;
Saving Throw: none; Spell Resistance: yes
You blast several enemies with beams of fire. You may fire three rays, plus one additional ray for every four levels beyond 11th (to a maximum of five rays at 19th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. Every round on your turn, a new ray of fire launches from each creature who took damage from the spell in the previous round—these new rays attack as if you fired them, but their point of origin is the previous creature damaged. You can choose the new targets as a free action, all of whom must be within close range (25 ft. + 5 ft./2 levels) of their new starting point. This contagion of flame continues for a total of three rounds—a creature can be struck more than once by this spell over the course of these three rounds, although never by a ray of fire that launches from itself.
_____**Diamond Resilience (2 ki points)(Ex)(Monk Ability): By spending 2 ki points as a swift action, the monk gains DR 6/—. At 16th level, the damage reduction increases to 8/—. At 20th level, it increases to DR 10/—. This DR lasts for 1 minute.
_____Improved Vital Strike (2 ki points)(Feat):
_____Improvised Weapon Mastery (2 ki points)(Feat):
_____>>>Ki Prescience (0 ki points)(Su): As long as a monk has at least 1 ki point remaining in his ki pool, he gains +2 insight bonus to AC and CMD. At 20th level this bonus increases to +4.
_____Ki Throw (2 ki points)(Feat):
_____**Ki Volley (immediate action)(2 ki points)(Su): When a targeted spell or spell-like ability fails to overcome the monk’s spell resistance from diamond soul, he can spend 2 ki points as an immediate action to send that spell back at its caster as spell turning. A monk must possess the diamond soul ki power before selecting this ki power.
_____One Touch (1 ki point)(Ex):
_____Punishing Kick (2 ki points)(Feat):
_____shadow walk (3 ki points)(Spell):
_____>>>Surefooted (0 ki points)(Ex): As long as the monk has at least 1 point remaining in his ki pool, a monk's speed is not reduced by difficult terrain.
_____>>>caustic eruption (2 ki points)(Spell):
Casting Time: 1 standard action; Range: 30 ft.;
Area: 30-ft.-radius burst; Duration: instantaneous and 2 rounds; see text;
Saving Throw: Reflex half (see text); Spell Resistance: no
Acid erupts from your space in all directions, causing 1d6 points of damage per caster level (maximum 20d6) to creatures and unattended objects in the area. On your turn in each of the next 2 rounds, creatures and objects that failed their saves against the initial burst take an additional 1d6 points of acid damage per 2 caster levels (maximum 10d6)
_____>>>chain lightning (3 ki points)(Spell):
Casting Time: 1 standard action; Range: long (400 ft. + 40 ft./level);
Targets: one primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target);
Duration: instantaneous;
Saving Throw: Reflex half; Spell Resistance: yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
_____**Cloud Step (3 ki points)(Feat): REMOVED!
_____cold ice strike (3 ki points)(Spell):
_____[b]Disarming Strike (2 ki points)(Feat):
_____Improved Ki Throw (2 ki points)(Feat):
_____ki shout (3 ki points)(Spell):
_____sonic thrust (2 ki points)(Spell):
_____**Timeless Body (0 ki points)(Ex)(Monk Ability): 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.
_____Bleeding Critical (3 ki points)(Feat):
_____**Flawless Mind (0 ki points)(Ex)(Monk Ability): As long as he has at least 1 point remaining in his ki pool, a monk gains total control over his mental faculties. Whenever he attempts a Will save, he can roll twice and take the better result. If he fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the monk can attempt a new saving throw at the end of each hour to end the effect.
_____Greater Blind-Fight (immediate action)(2 ki points)(Feat):
_____>>>horrid wilting (3 ki points)(Spell):
Casting Time: 1 standard action; Range: long (400 ft. + 40 ft./level);
Targets: living creatures, no two of which can be more than 60 ft. apart; Duration: instantaneous
Saving Throw: Fortitude half; Spell Resistance: yes
This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
_____Lightning Stance (3 ki points)(Feat):
_____Penetrating Strike (2 ki points)(Feat):
_____>>>polar ray (3 ki points)(Spell):
Casting Time: 1 standard action; Range: medium (100 ft. + 10 ft./level);
Effect: ray; Duration: instantaneous;
Saving Throw: none; Spell Resistance: yes
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6) and 1d4 points of Dexterity drain.
_____**Quivering Palm (Su): A monk can set up vibrations within the body of another creature disrupting its ki flow that can thereafter be fatal if the monk so desires. Using this ability is a standard action that costs 4 ki points, and the monk must announce his intent to use this ability (and spend the ki points) before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the attack hits and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any time 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); unless the target succeeds at a Fortitude or Will (whichever is lower) saving throw (DC = 10 + 1/2 the monk’s level + the monk’s Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it can still be affected by another one at a later time. A monk can have no more than one quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous one is negated. A monk must be at least 16th level before selecting this ki power.
_____Elemental Burst (3 ki points)(Su):
_____>>>Greater Vital Strike (2 ki points)(Feat): When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon special abilities (such as f laming), precision-based damage (such as sneak attack), and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
_____>>>ride the lightning (4 ki points)(Spell):
Casting Time: 1 swift action; Range: personal;
Target: you; Duration: 1 round/level (D);
You may transform into lightning as a standard action and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a free action. This movement does not provoke attacks of opportunity. Creatures in this line take 10d6 points of electrical damage and are staggered for 1 round (a successful Reflex save halves the damage and negates the staggered condition, spell resistance applies). Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.
_____>>>sunbeam (3 ki points)(Spell):
Casting Time: 1 standard action; Range: 60 ft.;
Area: line from your hand; Duration: 1 round/level or until all beams are exhausted;
Saving Throw: Reflex negates and Reflex half; see text; Spell Resistance: yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
_____Blinding Critical (3 ki points)(Feat):
_____Crippling Critical (3 ki points)(Feat):
_____Deafening Critical (3 ki points)(Feat):
_____Greater Penetrating Strike (3 ki points)(Feat):
_____**Perfect Self (0 ki points)(Monk Ability): A monk becomes a magical creature. He is forevermore treated as an outsider rather than a humanoid (or whatever his original creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. Finally, the monk gains the ability to enter a state of perfect calm. During this time, the monk can take no actions, but he does regain ki at the rate of 1 point per 10 minutes spent at calm. He cannot use this ability to gain an amount of ki in excess of his maximum. A monk must be 20th level to select this ki ability. Perfect Self is exclusive and cannot be taken if Pure Power or Unbreakble is chosen.
_____**Pure Power (0 ki points)(Monk Ability): At 20th level, the monk forsakes the ideals of the perfect self to become a bastion of the physical and mental virtues monks hold dear. The monk gains a +2 bonus to Dexterity, and +4 bonus to Wisdom. Pure Power is exclusive and cannot be taken if Perfect Self or Unbreakble is chosen.
_____Tiring Critical (3 ki points)(Feat):
_____**Unbreakble (0 ki points)(Ex)(Monk Ability): At 20th level, the monk sets aside many of the frailties of mortal flesh. He becomes immune to death effects and stunning. He is not subject to ability damage or ability drain, and has a 75% chance of ignoring the extra damage dealt by critical hits and sneak attacks. Unbreakble is exclusive and cannot be taken if Pure Power or Perfect Self is chosen.

Egeslean05 |

>>>Shape Ki (Ex): At 4th level, by altering the ki flow within their body and attacking in specific ways, a monk can, as a free action, choose to inflict slashing or piercing damage instead of bashing. A monk must attack with their fists to utilize this ability.
>>>Make it Count: Starting at 4th level, a monk increases his threat range to 19-20, this increases to 18-20 at 19th level. At 13th level the monk's critical multiplier increases to x3. Make it Count supersedes the critical threat range and multiplier when using Brass Knuckles, Gauntlet, or Cestus.
**Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. At 11th level, a monk gains immunity to poisons of all kinds.
**Style Strike (Ex): At 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 8th level, and every 3 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 11th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. At 17th level, he can designate an additional strike as a style strike for a total of 3 style strikes per round.
A monk may sacrifice her Style Strike at 8th and 11th level for the ability to fuse two Styles at one time, if she does, she can gain the ability to do 2 style strikes in a single round at 17th level. She can do this again by sacrificing her 14th and 17th level style strike to fuse three Styles at one time, if done so, she will never be able to use more than one style strike per round.
The monk can choose from any of the following strikes.
Defensive Spin: The monk spins about, confounding his foe. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of his next turn. This bonus does not stack with itself. The monk must attack with a fist to use this style strike.
Elbow Smash: The monk follows up a punch with a strike from his elbow. If the attack hits, the monk can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The monk must attack with a fist to use this style strike.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk’s flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike.
Hammerblow: The monk links his hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the monk rolls his unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The monk must attack with a fist to use this style strike, but must have both hands free.
Head-Butt: The monk slams his head into his enemy’s head, leaving his foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The monk must attack with a head-butt to use this style strike.
Knockback Kick: The monk attempts to knock his foe back with a powerful kick. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the monk. This distance increases by 10 feet for every 5 by which the check exceeds the foe’s CMD, to a maximum distance equal to the monk’s fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The monk must attack with a kick to use this style strike.
Leg Sweep: The monk attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The monk must attack with a kick to use this style strike.
Shattering Punch: The monk delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The monk must attack with a fist to use this style strike.
Spin Kick: The monk spins about, delivering a kick his foe did not expect. The monk makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The monk must attack with a kick to use this style strike.
>>>Constant Ki Power (Ex): At 5th level and every five levels thereafter, a monk may make one ki power he knows a constant ability by subtracting twice that power's cost from her ki pool maximum, or 1 ki point if the power costs 0 ki points. The cost is the base cost and cannot be reduced by any spell, effect, or item, such as Ring of Ki Mastery. She can instead change which ki power is one of her constant powers by spending 30min per power, paying any extra cost if it exceeds the cost of the previous constant powers, if the cost is less than the power changed, she does not regain those spent ki. Any ki points used cannot be regained unless they release the constant ability wait until the next time their ki pool is refreshed. The powers selected must be a monk ability with a ki cost to activate (ex: Slow Fall), a ki power that replicates a feat (ex: Improved Blind-Fight), or a spell-like ability with a duration other than instantaneous (ex: barkskin, not: augury) except neutralize poison, strangling hair, true strike (constant true strike would just be wrong, regardless of RAW or RAI).
>>>Harmony in Chaos (Ex): At 6th level, landing a critical hit, killing or rendering an opponent unconscious adds 1 ki point to a monk's ki pool. This functions like a constant ki leech, but it does not steal ki from a creature, the monk gains ki from the energy around them.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.
Retraining Note: A monk can retrain ki powers as if retraining a feat. She can select any ki power she qualifies for (level minimum).

Egeslean05 |

It seems that after this was moved, I can no longer edit my posts.
I forgot to add something to the end of the second post:
Monk Armor: A special type of light armor made of light, sturdy, and strong cloth or thin, soft, and supple leathers, some Monk Armor incorporate a mix of cloth and leather. Only a monk understands how to effectively use the armor. Armor Bonus: +1, Max Dex Bonus: No limit, Armor Check Penalty: 0, Arcane Spell Failure Chance: 0%, Speed: Unaltered, Weight: 3lbs, Cost: 5gp.
Special: If a monk wearing Monk Armor is also wearing a Monk's Robe, the Armor Bonus increases to +2.
Mithral Threaded Monk Armor: Extremely fine threads of mithral can be woven into and through Monk Armor to provide even more protection. Increase Armor Bonus by +3, Weight by 2lbs, and Cost by 1000gp. The armor is considered Masterwork.
Special: If also wearing a Monk's Robe, a monk wearing Monk Armor, the Armor Bonus increases to +6.
Dragon Scaled: By using choice scales from a Large or smaller dragon and weaving them onto Monk Armor, the monk can take advantage of the dragon's immunity. Because the armor is not completely covered in dragon scales, whatever energy immunity the dragon had, the Monk Armor only gains resistance 10 to that energy. Increase Weight by 2lbs and cost by 50gp.
Asbestos Cloth Monk Armor: Will not catch on fire, and grants fire resistance 5 to the wearer. Increase Cost by 5gp.