ngilop
2012-12-31, 07:35 PM
Hey all, I decided to give a try at re-working monks a bit, granted I do not use monks ( at last the crouching tiger, hidden dragon, fist of the noth star type) in my campaign world, so Im not really sure why a monk is rated so low in the 'tier' system, well other than fast movement and flurry of blows does not get along together. SO i sat down and thought ot msyelf... well these monks are supposed to be some kind fo mystic quasi religous fighter who hist things with his hands, head, knees, feet and pelvic region... so why don't I just give them soem neat-o abilities to go along with that POW thats when I thought of the Primal (http://www.giantitp.com/forums/showpost.php?p=14399983&postcount=1)I just made and how i used invocations for thatc lass and thought 'yeah that kinda seems right.. lets do teh same mechanic only call it soemthing different and give quasi religious and martial artsy wu-shu kinda stuff and see what up?
also, the class is for the most part unfinished, i have a date and I need to get ready and all that jazz blah blah hippibibby doo. so just the bare bones are here now.. gives everybody time to think of some cool abilities and tell me what exactly is fail with the monk.
Monk
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[tr]
Level
BAB
Fort
Ref
Will
Special
Flurry of Blows
Unarmed Damage
AC Bonus
Speed Bonus
Enlightenments
[td]1st
+0
+2
+2
+2
Bonus Feat, Flurry of Blows, Unarmed Strike
-2/-2
1d6
+0
+0 ft.
3
2nd
+1
+3
+3
+3
Bonus Feat, Evasion, Fast Movement
-1/-1
1d6
+0
+0 ft.
4
3rd
+2
+3
+3
+3
Still Mind, Enlightened Fists, Acrobatics
+0/+0
1d6
+0
+10 ft.
4
4th
+3
+4
+4
+4
Ki Strike (magic), Slow Fall 20 ft.
+1/+1
1d8
+0
+10 ft.
5
5th
+3
+4
+4
+4
Purity of Body, Spring Attack
+2/+2
1d8
+1
+10 ft.
5
6th
+4
+5
+5
+5
Bonus Feat, Slow Fall 30 ft.
+3/+3
1d8
+1
+20 ft.
6
7th
+5
+5
+5
+5
Wholeness of Body
+4/+4
1d8
+1
+20 ft.
7
8th
+6/+1
+6
+6
+6
Slow Fall 40 ft. Bonus Ability
+5/+5/+0
1d10
+1
+20 ft.
7
9th
+6/+1
+6
+6
+6
Improved Evasion, Fists of Fury
+6/+6/+1
1d10
+1
+30 ft.
8
10th
+7/+2
+7
+7
+7
Ki Strike(lawful), Slow Fall 50 ft., Unrestrained Combat
+7/+7/+2
1d10
+2
+30 ft.
8
11th
+8/+3
+7
+7
+7
Diamond Body, Greater Flurry
+8/+8/+8/+3
1d10
+2
+30 ft.
9
12th
+9/+4
+8
+8
+8
Abundant Step, Slow Fall 60 ft.
+9/+9/+9/+4
2d6
+2
+40 ft.
10
13th
+9/+4
+8
+8
+8
Diamond Soul
+9/+9/+9/+4
2d6
+2
+40 ft.
10
14th
+10/+5
+9
+9
+9
Slow Fall 70 ft. Bonus Ability
+10/+10/+10+/5
2d6
+2
+40 ft.
11
15th
+11/+6/+1
+9
+9
+9
Quivering Palm
+11/+11/+11/+6/+1
2d6
+3
+50 ft.
11
16th
+12/+7/+2
+10
+10
+10
Ki Strike(adamantine), Slow Fall 80 ft.
+12/+12/+12/+7/+2
2d8
+3
+50 ft.
12
17th
+12/+7/+2
+10
+10
+10
Timeless Body, Tongue of the Sun and Moon
+12/+12/+12/+7/+2
2d8
+3
+50 ft.
13
18th
+13/+8/+3
+11
+11
+11
Slow Fall 90 ft. Bonus ABility
+13/+13/+13/+8/+3
2d8
+3
+60 ft.
13
19th
+14/+9/+4
+11
+11
+11
Empty Body
+14/+14/+14/+9/+4
2d8
+3
+60 ft.
14
20th
+15/+10/+5
+12
+12
+12
Perfect Self, Slow Fall Any Distance
+15/+15/+15/+10/+5
2d10
+4
+60 ft.
14
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge(religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str),and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Also monks are definately totally proficient with their unarmed strikes.. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Small or Large Monk Unarmed Damage
{table]Level|Damage (Small Monk)|Damage (Large Monk)
1st–3rd|1d4|1d8
4th–7th|1d6|2d6
8th–11th|1d8|2d8
12th–15th|1d10|3d6
16th–19th|2d6|3d8
20th|2d8|4d8
[/table]
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Enlightenments (Su): A Monk in their desire for self perfection and wholeness of mind, body and soul learn to tap into a reserve of strength and power that few are able to accomplish. A monk possesses a repertoire of attacks, defenses, and abilities that require her to focus the mystical energies that suffuses her mind, body, and soul. The monk can use any Enlightment she knows at-will, with the following qualifications: Enlightenments are supernatural abilities; using an Enlightment is a standard action that provokes an attack of opportunity unless otherwise indicated in it’s description. The monk's caster level with her Enlightments are equal to her monk level. The monk may dismiss an Enlightment as a standard action, just as a wizard can dismiss a spell. At any level above 1st a monk may learn a new Enlightment to replace one already known.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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 enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Enlightened Fists {Ex}: At 3rd level a monk gains her wisdom modifier to attacks. At 10th level her Wisdom modifier also applies to unarmed attack damage.
Acrobatics {Ex}: At 3rd level a monk gains a +2 competence bonus on Balance, Jump, and Tumble checks. This bonus increases by +1 every 3 levels afterwards. In addition, at 10th level a monk can always choose to take 10 on a Balance, Jump, or Tumble check. In addition a monk may stand up from prone as a free action that still provokes an attack of oppurtiny, or as a move action that does not provoke an attack of oppurtunity.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks gain a +1 enhancement bonus to attack and damage rolls and are treated as magic weapons and cold-iron for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful and silver weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. Every 4th level thereafter a monks unarmed attacks gains an additional +1 enhancement bonus to attack and damage rolls with her unarmed strikes. In addition at 7th level and every 4th level thereafter the monk can select one of the following weapon enchants to effect her unarmed strike. Bane, Ghost Touch, Keen, Disruption, Merciful, Mighty Cleaving, or Speed.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. In addition at 5th level monk gains a +2 competance bonus to saves against supernatural and magical diseases, this bonuses increases by +1 every 5th level afterwards. In addition the monk is immune to exhaustion, and recovers form fatigue in minutes not hours as normal.
Spring Attack At 5th level a monk gains Spring Attack as a bonus feat even if she does not meet the requirements
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her wisdom modifier times her current monk level each day, and she can spread this healing out among several uses.
Bonus Ability (Su/Ex): A monk gains additional abilities at 8th, 14th and 18th levels chosen from the groups below.
8th
Touch of Serenity: As a standard action the monk makes 1 unarmed attack, dealing unarmed damage as well as forcing the target successfully damage to make a Will save vs DC 10+1/2 monk level+Wisdom modifier or be unable to take any offensive action for 1 round. This effect lasts 1 round and increases to 2 rounds at 16th level.
Ancient Advice: As a full round action the monk gives allies who listen to him within 20 feet a +2 competance bonus on attacks and skills, and a +1 competance bonus to will saves. These bonuses last 1 minute plus an additional minute at 14th and 20th levels. The bonuses to attacks and skills increases by 1 for every 4th level after 8th and the bonus to saves increases by 1 every 6th level after 8th. A monk cna use this ability a number of times per day equal to her wisdom modifier.
Elusive target: A monk may move 5 feet after she is the target of an attack that misses. The maximim distance the monk can move is equal to her base movement speed.
Snake Style: Feinting in combat is a swift action and the monk gets a bonus of 2+ her dexterity modifier to her bluff check for this action.
See the Beyond: The monk gains the ability to cast clairvoyance as a spell like ability a number of times equal to her Wisdom modifier
14th
Unarmed Precision: A monk's unarmed strikes now threaten a critical on an 18-20.
Wisdom: As a full round action, a monk can give a willing ally one of his non-enlightenment class abilities, for a number of rounds equal to the monks wisdom modifier.
Skirmisher: If the monk moves her full bonus speed and makes an attack she gets +1 dodge bonus to AC and refelx saves. these bonuses increase by 1 for every 5th level.
Stance of Denial: When a monk successfully lands an attack of opportunity, the creature struck must make a concentration check (DC 10+1/2 damage dealt) or lose the action that provoked the attack of opportunity.
Touch of Harmony: As a standard action, which provokes an attack of opportuniy, the monk makes 1 unarmed attack, dealing non-lethal damage equal to his target's hit point total. Creatures made unconcious with this ability remain that way for 1 day, or if the monk awakes it, which ever comes first.
alternatively the monk can select any one power from the 8th level list.
18th
Touch of Peace: As a standard action the monk makes 1 unarmed attack. On a successful hit, the target is charmed as if the monk had cast charm monster with a caster level equal to the monk’s level. The target does not get a saving throw against this effect. If the monk or her allies attack the charmed creature, or if the monk asks or commands the charmed creature to take hostile actions, the effect ends.
Knowledge of the Ancients: the monk gains a bonus equal to her wisdom modifier to any knowledge checks she might make. this bonus increases by +1 for every 6th level. In addition the monk may take 20 on a knowledge check, using this ability foregoes the bonus for 1 hour.
Greater Wisdom: As a full round action, a monk can give a willing ally one of his enlightenments, for a number of rounds equal to the monks wisdom modifier.
alternatively the monk can select any one power from the 14th level list.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Fists of Fury {Su}: At 9th level a monk can for a number of minutes equal to twice her monk level have her unarmed attacks deal an additional 1d12 points of elemental damage, this ability must be spent in 1 minute increments. The monk must choose Acid, Cold, Electricity, or Fire for the duration.
Unrestrained Combat {Ex}: At 10th level a Monk can move up to her full bonus speed movement and make a flurry of blows as a full round action.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds. The monk also gains DR 10/chaotic and becomes immune to stunning, being deafened, blinded and petrified.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down). The monk can perform this ability an additional time per day every 4th level after 12th.
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10 plus her Wisdom modifier against detrimental effects. 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.
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. She can use this quivering palm attack once a day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and 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 any later time, as long as the attempt is made within a number of days equal to her 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 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak as though under the effects of the Tongues spell.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 2 rounds per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed twice her monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. She 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 effects if beneficial to the monk. Additionally, the monk's damage reduction increases to 15/chaotic. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.
Enlightenments
The monk can learn the following Enlightenments. Each has a required level that must be attained before being chosen. if no level is listed the Enlightenment is obtainable at first level.
Air Walk: As the spell Air Walk. Except the duration is 1 minute per level. A monk must be 10th level to select this Enlightenment.
Ancestral Memory: A monk gains a +2 insight bonus on any Knowledge check, as well as any intelligence check. This bonus increases by +1 every 5th level. This Enlightenment lasts 2 rounds per level.
Armored Skin: The monk gains a +2 bonus to Natural AC. This bonus increases by an additional +1 at 4th level and every 4th level thereafter. This enlightement last 2 rounds per level.
Blurry Movements: The monks gaisn the benefit of a Blur spell. Though this only last 1 round per monk level and is not an illusion effect. A monk must be 5th level to select this Enlightenment
Burst of speed: The monk can move 10 feet immediately. The speed increases to 15 feet at 7th level and again to 20 feet at 14th level. Activating this Enlightenment is a swift action as last only the round it was activated in.
Calm Emotion: As the spell, but the duration is 1 round plsu 1 round per 2 levels.
Cat-Sight: A monk gains darkvision 60 feet for 5 minutes per level. A monk must be 5th level to select this Enlightenment.
Circumvent Time: Places the monk in suspended animation similar to the Temporal Stasis spell, except the duration is 1 minute per level. A monk must be 12th level to select this Enlightenment.
Clarity: A monk can use a Will save in place of a reflex or Fortitude save with a +4 bonus, but only once an encounter. Using this Enlightenment is an immediate action. A monk must be 8th level to select this Enlightenment.
Crippling wave: A monk makes one attack if successful the attack deals unarmed damage in a 15 foot cone, plus an additional amount equal to monk levels. All those damage by Crippling Wave must succeed on an opposed Bull rush or suffer -2 to attacks and reflex saves. A monk must be 11th level to select this Enlightenment.
Defiance: A monk gains a +4 perfection bonus to Constituion for 3 rounds per level. A monk must be 6th level to select this Enlightenment.
Delay Poison: As the spell, except the duration is 10 minutes per level. A monk must be 5th level to select this Enlightenment.
Detect Thoughts: As the spell but the duration in 3 rounds per level.
Elemental Endurance: A monk gains a +2 bonus to saves as well as resistance (3) to a specific elemental type for 1 round per level. The resistance increases to 8 at 6th, 12 at 12th, and finally 18 and 18th level. This Enlightenemnt last 1 minute per level.
Flash Step: A monk can teleport as with Greater Teleport 60 feet. This Enlightenment is a full round action. A monk must be 15th level to select this Enlightenment.
Ghost Step: A monk becomes invisible as the spell Greater Invisibility, except the duration is 1 round plus an additional round per every 6th level. A monk must be 10th level to select this Enlightenment.
Greater Insight: The monk gains a +2 Insight bonus to her next attack, save, or skill roll. The bonus increases by +1 for every 5th level. This Enlightenment may be used as a swift or immediate action. A monk must be 12th level to select this Enlightenment
Greater Mantra of Conviction: The monk gains a +4 perfection bonus to Strength and Dexterity for 3 rounds per level. A monk must be 7th level to select this Enlightenment.
Greater Perfected Body: The monk gains a +4 perfection bonus to her Strength, Dexterity, Constitition, and Wisdom for 1 minute per level. A monk must be 14th level to select this Enlightenment.
Hadoken: The monk can make a range touch attack that deals 1d4 points of damage, plus an additional 1d4 points of damage every 3rd level. This Enlightenment has a 30 foot range, this increases to a 40 foot range at 10th level.
Hardened Body: The monk gains DR 2/-. The Damage reduction increases by 1 at 5th level and every 5th level thereafter. This Enlightenment last 1 round per level. A monk must be 3rd level to select this Enlightenment.
Inner Sanctuary: The Monk gains a +1 deflection bonus to AC and well as a +1 bonus to saves. These bonuses lasts 3 rounds per level. The deflection bonus to AC increases by 1 every 3rd level. A monk must be 2nd level to select this Enlightenment.
Insight: The monk gains a +1 Insight bonus to her next attack, save, or skill roll increasing to +2 at 8th and to +3 at 15th levels. This Enlightenment may be used as a swift or immediate action.
Intuitive Sight: The monk gains a +2 bonus to search and spot checks increasing by +1 every 4th level.In additon at 12th level a monk can take 10 on search or spot checks. This Enlightenment lasts 1 minute per level. A monk mustbe 4th level to select this Enlightenment.
Mantra of Conviction: The monk gains a +2 perfection bonus to Strength and Dexterity for 3 rounds per level.
Mantra of Life: As the spell Regeneration, but only afffecting the monk. A monk must be 16th level to select this Enlightenment.
Mental Barrier: A Monk gains the Mind Blank spell for herself, except only detrimental effects are blocked and the duration is 2 minutes per level. A monk must be 15th level to select this Enlightenment.
Mystic Visions A monk gains the ability to receive mystic visions. These visions are similar to a divination spell, except the castin time is 1 minute. A monk must be 11th level to select this Enlightenment.
Peaceful Rythms: A monk becomes aware of the presence of any creatures with hostile intent within 30 feet, and their direction from her (but not their specific location). This Enlightenment detects active aggression, as opposed to vigilance. In addition, while under the effect of this Enlightenment, a monk can make Sense Motive checks as a free action against anyone within 30 feet of her and cannot be suprised. This Enlightenment lasts 1 minute per level. A monk must be 8th level to select this Enlightenment.
Perception: A monk gaisn True Seeingt as the spell. except the duration is 1 round per level. A Monk must be 13th level to select this Enlightenment.
Perfected Mantra of Conviction: The monk gains a +6 perfection bonus to Strength and Dexterity for 3 rounds per level. A monk must be 15th level to select this Enlightenment.
Perfected Body: The monk gains a +2 perfection bonus to her Strength, Dexterity, Constitition, and Wisdom for 1 minute per level. A monk must be 6th level to select this Enlightenment.
See the Unseen: As the spell See Invisibility, except the duration is 1 rounds per every 2nd level. A monk must be 7th level to select this Enlightenment.
Serenity: As the spell Death Ward except the duration is 3 rounds per level. A monk must be 9th level to select this Enlightenment.
Spider Step: A monk can move across walls and ceilings as if under the effects of a spider climb spell, except his movement in a round this way is equal to his bonus movement speed. This Enlightenment last 3 rounds per level.
Spiritual Sustenance: A monk can go without food and water for one day for every 3rd level. A monk must be 7th level to select this Enlightenment.
Step of Wind: As the spell Levitate, except the monk may move forwards, sideways and backwards as well. the movement for non up and down direction is 20 feet. The Monk must be 4th level to select his Enlightenment
True Defiance: A monk gains a +6 perfection bonus to Constitution for 1 minute per level. A monk must be 14th level to select this Enlightenment.
Unburdened Path: As the spell Freedom of Movement, except the monk may still be grappled by a creature that has a higher base attack bonus that she does. A monk gains a +2 bonus to resist grapple attempts during this Enlightenment. This Enlightenment last 3 rounds per level. The Monk must be 9th level to selectt his Enlightenment
Vigorous Rush: As the spell Haste but only affecting the monk. A monk must be 7th level to select this Enlightenment.
also, the class is for the most part unfinished, i have a date and I need to get ready and all that jazz blah blah hippibibby doo. so just the bare bones are here now.. gives everybody time to think of some cool abilities and tell me what exactly is fail with the monk.
Monk
\n\n\t
[tr]
Level
BAB
Fort
Ref
Will
Special
Flurry of Blows
Unarmed Damage
AC Bonus
Speed Bonus
Enlightenments
[td]1st
+0
+2
+2
+2
Bonus Feat, Flurry of Blows, Unarmed Strike
-2/-2
1d6
+0
+0 ft.
3
2nd
+1
+3
+3
+3
Bonus Feat, Evasion, Fast Movement
-1/-1
1d6
+0
+0 ft.
4
3rd
+2
+3
+3
+3
Still Mind, Enlightened Fists, Acrobatics
+0/+0
1d6
+0
+10 ft.
4
4th
+3
+4
+4
+4
Ki Strike (magic), Slow Fall 20 ft.
+1/+1
1d8
+0
+10 ft.
5
5th
+3
+4
+4
+4
Purity of Body, Spring Attack
+2/+2
1d8
+1
+10 ft.
5
6th
+4
+5
+5
+5
Bonus Feat, Slow Fall 30 ft.
+3/+3
1d8
+1
+20 ft.
6
7th
+5
+5
+5
+5
Wholeness of Body
+4/+4
1d8
+1
+20 ft.
7
8th
+6/+1
+6
+6
+6
Slow Fall 40 ft. Bonus Ability
+5/+5/+0
1d10
+1
+20 ft.
7
9th
+6/+1
+6
+6
+6
Improved Evasion, Fists of Fury
+6/+6/+1
1d10
+1
+30 ft.
8
10th
+7/+2
+7
+7
+7
Ki Strike(lawful), Slow Fall 50 ft., Unrestrained Combat
+7/+7/+2
1d10
+2
+30 ft.
8
11th
+8/+3
+7
+7
+7
Diamond Body, Greater Flurry
+8/+8/+8/+3
1d10
+2
+30 ft.
9
12th
+9/+4
+8
+8
+8
Abundant Step, Slow Fall 60 ft.
+9/+9/+9/+4
2d6
+2
+40 ft.
10
13th
+9/+4
+8
+8
+8
Diamond Soul
+9/+9/+9/+4
2d6
+2
+40 ft.
10
14th
+10/+5
+9
+9
+9
Slow Fall 70 ft. Bonus Ability
+10/+10/+10+/5
2d6
+2
+40 ft.
11
15th
+11/+6/+1
+9
+9
+9
Quivering Palm
+11/+11/+11/+6/+1
2d6
+3
+50 ft.
11
16th
+12/+7/+2
+10
+10
+10
Ki Strike(adamantine), Slow Fall 80 ft.
+12/+12/+12/+7/+2
2d8
+3
+50 ft.
12
17th
+12/+7/+2
+10
+10
+10
Timeless Body, Tongue of the Sun and Moon
+12/+12/+12/+7/+2
2d8
+3
+50 ft.
13
18th
+13/+8/+3
+11
+11
+11
Slow Fall 90 ft. Bonus ABility
+13/+13/+13/+8/+3
2d8
+3
+60 ft.
13
19th
+14/+9/+4
+11
+11
+11
Empty Body
+14/+14/+14/+9/+4
2d8
+3
+60 ft.
14
20th
+15/+10/+5
+12
+12
+12
Perfect Self, Slow Fall Any Distance
+15/+15/+15/+10/+5
2d10
+4
+60 ft.
14
Alignment: Any
Hit Die: 1d8
Class Skills:
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge(religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str),and Tumble (Dex).
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Also monks are definately totally proficient with their unarmed strikes.. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.
Small or Large Monk Unarmed Damage
{table]Level|Damage (Small Monk)|Damage (Large Monk)
1st–3rd|1d4|1d8
4th–7th|1d6|2d6
8th–11th|1d8|2d8
12th–15th|1d10|3d6
16th–19th|2d6|3d8
20th|2d8|4d8
[/table]
Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Enlightenments (Su): A Monk in their desire for self perfection and wholeness of mind, body and soul learn to tap into a reserve of strength and power that few are able to accomplish. A monk possesses a repertoire of attacks, defenses, and abilities that require her to focus the mystical energies that suffuses her mind, body, and soul. The monk can use any Enlightment she knows at-will, with the following qualifications: Enlightenments are supernatural abilities; using an Enlightment is a standard action that provokes an attack of opportunity unless otherwise indicated in it’s description. The monk's caster level with her Enlightments are equal to her monk level. The monk may dismiss an Enlightment as a standard action, just as a wizard can dismiss a spell. At any level above 1st a monk may learn a new Enlightment to replace one already known.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she 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 enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Enlightened Fists {Ex}: At 3rd level a monk gains her wisdom modifier to attacks. At 10th level her Wisdom modifier also applies to unarmed attack damage.
Acrobatics {Ex}: At 3rd level a monk gains a +2 competence bonus on Balance, Jump, and Tumble checks. This bonus increases by +1 every 3 levels afterwards. In addition, at 10th level a monk can always choose to take 10 on a Balance, Jump, or Tumble check. In addition a monk may stand up from prone as a free action that still provokes an attack of oppurtiny, or as a move action that does not provoke an attack of oppurtunity.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks gain a +1 enhancement bonus to attack and damage rolls and are treated as magic weapons and cold-iron for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful and silver weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. Every 4th level thereafter a monks unarmed attacks gains an additional +1 enhancement bonus to attack and damage rolls with her unarmed strikes. In addition at 7th level and every 4th level thereafter the monk can select one of the following weapon enchants to effect her unarmed strike. Bane, Ghost Touch, Keen, Disruption, Merciful, Mighty Cleaving, or Speed.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. In addition at 5th level monk gains a +2 competance bonus to saves against supernatural and magical diseases, this bonuses increases by +1 every 5th level afterwards. In addition the monk is immune to exhaustion, and recovers form fatigue in minutes not hours as normal.
Spring Attack At 5th level a monk gains Spring Attack as a bonus feat even if she does not meet the requirements
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her wisdom modifier times her current monk level each day, and she can spread this healing out among several uses.
Bonus Ability (Su/Ex): A monk gains additional abilities at 8th, 14th and 18th levels chosen from the groups below.
8th
Touch of Serenity: As a standard action the monk makes 1 unarmed attack, dealing unarmed damage as well as forcing the target successfully damage to make a Will save vs DC 10+1/2 monk level+Wisdom modifier or be unable to take any offensive action for 1 round. This effect lasts 1 round and increases to 2 rounds at 16th level.
Ancient Advice: As a full round action the monk gives allies who listen to him within 20 feet a +2 competance bonus on attacks and skills, and a +1 competance bonus to will saves. These bonuses last 1 minute plus an additional minute at 14th and 20th levels. The bonuses to attacks and skills increases by 1 for every 4th level after 8th and the bonus to saves increases by 1 every 6th level after 8th. A monk cna use this ability a number of times per day equal to her wisdom modifier.
Elusive target: A monk may move 5 feet after she is the target of an attack that misses. The maximim distance the monk can move is equal to her base movement speed.
Snake Style: Feinting in combat is a swift action and the monk gets a bonus of 2+ her dexterity modifier to her bluff check for this action.
See the Beyond: The monk gains the ability to cast clairvoyance as a spell like ability a number of times equal to her Wisdom modifier
14th
Unarmed Precision: A monk's unarmed strikes now threaten a critical on an 18-20.
Wisdom: As a full round action, a monk can give a willing ally one of his non-enlightenment class abilities, for a number of rounds equal to the monks wisdom modifier.
Skirmisher: If the monk moves her full bonus speed and makes an attack she gets +1 dodge bonus to AC and refelx saves. these bonuses increase by 1 for every 5th level.
Stance of Denial: When a monk successfully lands an attack of opportunity, the creature struck must make a concentration check (DC 10+1/2 damage dealt) or lose the action that provoked the attack of opportunity.
Touch of Harmony: As a standard action, which provokes an attack of opportuniy, the monk makes 1 unarmed attack, dealing non-lethal damage equal to his target's hit point total. Creatures made unconcious with this ability remain that way for 1 day, or if the monk awakes it, which ever comes first.
alternatively the monk can select any one power from the 8th level list.
18th
Touch of Peace: As a standard action the monk makes 1 unarmed attack. On a successful hit, the target is charmed as if the monk had cast charm monster with a caster level equal to the monk’s level. The target does not get a saving throw against this effect. If the monk or her allies attack the charmed creature, or if the monk asks or commands the charmed creature to take hostile actions, the effect ends.
Knowledge of the Ancients: the monk gains a bonus equal to her wisdom modifier to any knowledge checks she might make. this bonus increases by +1 for every 6th level. In addition the monk may take 20 on a knowledge check, using this ability foregoes the bonus for 1 hour.
Greater Wisdom: As a full round action, a monk can give a willing ally one of his enlightenments, for a number of rounds equal to the monks wisdom modifier.
alternatively the monk can select any one power from the 14th level list.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Fists of Fury {Su}: At 9th level a monk can for a number of minutes equal to twice her monk level have her unarmed attacks deal an additional 1d12 points of elemental damage, this ability must be spent in 1 minute increments. The monk must choose Acid, Cold, Electricity, or Fire for the duration.
Unrestrained Combat {Ex}: At 10th level a Monk can move up to her full bonus speed movement and make a flurry of blows as a full round action.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds. The monk also gains DR 10/chaotic and becomes immune to stunning, being deafened, blinded and petrified.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down). The monk can perform this ability an additional time per day every 4th level after 12th.
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10 plus her Wisdom modifier against detrimental effects. 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.
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. She can use this quivering palm attack once a day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and 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 any later time, as long as the attempt is made within a number of days equal to her 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 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak as though under the effects of the Tongues spell.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 2 rounds per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed twice her monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. She 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 effects if beneficial to the monk. Additionally, the monk's damage reduction increases to 15/chaotic. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.
Enlightenments
The monk can learn the following Enlightenments. Each has a required level that must be attained before being chosen. if no level is listed the Enlightenment is obtainable at first level.
Air Walk: As the spell Air Walk. Except the duration is 1 minute per level. A monk must be 10th level to select this Enlightenment.
Ancestral Memory: A monk gains a +2 insight bonus on any Knowledge check, as well as any intelligence check. This bonus increases by +1 every 5th level. This Enlightenment lasts 2 rounds per level.
Armored Skin: The monk gains a +2 bonus to Natural AC. This bonus increases by an additional +1 at 4th level and every 4th level thereafter. This enlightement last 2 rounds per level.
Blurry Movements: The monks gaisn the benefit of a Blur spell. Though this only last 1 round per monk level and is not an illusion effect. A monk must be 5th level to select this Enlightenment
Burst of speed: The monk can move 10 feet immediately. The speed increases to 15 feet at 7th level and again to 20 feet at 14th level. Activating this Enlightenment is a swift action as last only the round it was activated in.
Calm Emotion: As the spell, but the duration is 1 round plsu 1 round per 2 levels.
Cat-Sight: A monk gains darkvision 60 feet for 5 minutes per level. A monk must be 5th level to select this Enlightenment.
Circumvent Time: Places the monk in suspended animation similar to the Temporal Stasis spell, except the duration is 1 minute per level. A monk must be 12th level to select this Enlightenment.
Clarity: A monk can use a Will save in place of a reflex or Fortitude save with a +4 bonus, but only once an encounter. Using this Enlightenment is an immediate action. A monk must be 8th level to select this Enlightenment.
Crippling wave: A monk makes one attack if successful the attack deals unarmed damage in a 15 foot cone, plus an additional amount equal to monk levels. All those damage by Crippling Wave must succeed on an opposed Bull rush or suffer -2 to attacks and reflex saves. A monk must be 11th level to select this Enlightenment.
Defiance: A monk gains a +4 perfection bonus to Constituion for 3 rounds per level. A monk must be 6th level to select this Enlightenment.
Delay Poison: As the spell, except the duration is 10 minutes per level. A monk must be 5th level to select this Enlightenment.
Detect Thoughts: As the spell but the duration in 3 rounds per level.
Elemental Endurance: A monk gains a +2 bonus to saves as well as resistance (3) to a specific elemental type for 1 round per level. The resistance increases to 8 at 6th, 12 at 12th, and finally 18 and 18th level. This Enlightenemnt last 1 minute per level.
Flash Step: A monk can teleport as with Greater Teleport 60 feet. This Enlightenment is a full round action. A monk must be 15th level to select this Enlightenment.
Ghost Step: A monk becomes invisible as the spell Greater Invisibility, except the duration is 1 round plus an additional round per every 6th level. A monk must be 10th level to select this Enlightenment.
Greater Insight: The monk gains a +2 Insight bonus to her next attack, save, or skill roll. The bonus increases by +1 for every 5th level. This Enlightenment may be used as a swift or immediate action. A monk must be 12th level to select this Enlightenment
Greater Mantra of Conviction: The monk gains a +4 perfection bonus to Strength and Dexterity for 3 rounds per level. A monk must be 7th level to select this Enlightenment.
Greater Perfected Body: The monk gains a +4 perfection bonus to her Strength, Dexterity, Constitition, and Wisdom for 1 minute per level. A monk must be 14th level to select this Enlightenment.
Hadoken: The monk can make a range touch attack that deals 1d4 points of damage, plus an additional 1d4 points of damage every 3rd level. This Enlightenment has a 30 foot range, this increases to a 40 foot range at 10th level.
Hardened Body: The monk gains DR 2/-. The Damage reduction increases by 1 at 5th level and every 5th level thereafter. This Enlightenment last 1 round per level. A monk must be 3rd level to select this Enlightenment.
Inner Sanctuary: The Monk gains a +1 deflection bonus to AC and well as a +1 bonus to saves. These bonuses lasts 3 rounds per level. The deflection bonus to AC increases by 1 every 3rd level. A monk must be 2nd level to select this Enlightenment.
Insight: The monk gains a +1 Insight bonus to her next attack, save, or skill roll increasing to +2 at 8th and to +3 at 15th levels. This Enlightenment may be used as a swift or immediate action.
Intuitive Sight: The monk gains a +2 bonus to search and spot checks increasing by +1 every 4th level.In additon at 12th level a monk can take 10 on search or spot checks. This Enlightenment lasts 1 minute per level. A monk mustbe 4th level to select this Enlightenment.
Mantra of Conviction: The monk gains a +2 perfection bonus to Strength and Dexterity for 3 rounds per level.
Mantra of Life: As the spell Regeneration, but only afffecting the monk. A monk must be 16th level to select this Enlightenment.
Mental Barrier: A Monk gains the Mind Blank spell for herself, except only detrimental effects are blocked and the duration is 2 minutes per level. A monk must be 15th level to select this Enlightenment.
Mystic Visions A monk gains the ability to receive mystic visions. These visions are similar to a divination spell, except the castin time is 1 minute. A monk must be 11th level to select this Enlightenment.
Peaceful Rythms: A monk becomes aware of the presence of any creatures with hostile intent within 30 feet, and their direction from her (but not their specific location). This Enlightenment detects active aggression, as opposed to vigilance. In addition, while under the effect of this Enlightenment, a monk can make Sense Motive checks as a free action against anyone within 30 feet of her and cannot be suprised. This Enlightenment lasts 1 minute per level. A monk must be 8th level to select this Enlightenment.
Perception: A monk gaisn True Seeingt as the spell. except the duration is 1 round per level. A Monk must be 13th level to select this Enlightenment.
Perfected Mantra of Conviction: The monk gains a +6 perfection bonus to Strength and Dexterity for 3 rounds per level. A monk must be 15th level to select this Enlightenment.
Perfected Body: The monk gains a +2 perfection bonus to her Strength, Dexterity, Constitition, and Wisdom for 1 minute per level. A monk must be 6th level to select this Enlightenment.
See the Unseen: As the spell See Invisibility, except the duration is 1 rounds per every 2nd level. A monk must be 7th level to select this Enlightenment.
Serenity: As the spell Death Ward except the duration is 3 rounds per level. A monk must be 9th level to select this Enlightenment.
Spider Step: A monk can move across walls and ceilings as if under the effects of a spider climb spell, except his movement in a round this way is equal to his bonus movement speed. This Enlightenment last 3 rounds per level.
Spiritual Sustenance: A monk can go without food and water for one day for every 3rd level. A monk must be 7th level to select this Enlightenment.
Step of Wind: As the spell Levitate, except the monk may move forwards, sideways and backwards as well. the movement for non up and down direction is 20 feet. The Monk must be 4th level to select his Enlightenment
True Defiance: A monk gains a +6 perfection bonus to Constitution for 1 minute per level. A monk must be 14th level to select this Enlightenment.
Unburdened Path: As the spell Freedom of Movement, except the monk may still be grappled by a creature that has a higher base attack bonus that she does. A monk gains a +2 bonus to resist grapple attempts during this Enlightenment. This Enlightenment last 3 rounds per level. The Monk must be 9th level to selectt his Enlightenment
Vigorous Rush: As the spell Haste but only affecting the monk. A monk must be 7th level to select this Enlightenment.