IamL
2013-05-25, 10:17 AM
Here's a monk fix I worked on for a bit. I'm currently playtesting it in one PbP campaign and one IRL campaign.
Much credit to Xaotiq1's monk fix, from which substantial bits have been lifted.
Also, thanks to Phelix-Mu for putting together the table.
TABLE OF MONK CLASS FEATURES
Class Table
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|
AC Bonus|
Unarmed Damage|
Speed Bonus|
Katas Known
1st|
+1|
+2|
+2|
+2|AC Bonus, Katas (Apprentice), Martial Arts Training, Flurry of Blows, Bonus Feat, Martial Arts Style|
+0|
1d6|
0'|
3
2nd|
+2|
+3|
+3|
+3|Evasion, Bonus Feat|
+0|
1d6|
0'|
4
3rd|
+3|
+3|
+3|
+3|Quick Thinker, Still Mind|
+0|
1d6|
10'|
5
4th|
+4|
+4|
+4|
+4|Ki Strike(magic), Slow Fall 20'|
+0|
1d8|
10'|
6
5th|
+5|
+4|
+4|
+4|Purity of Body|
+1|
1d8|
10'|
7
6th|
+6/+1|
+5|
+5|
+5|Katas (Initiate), Mettle, Bonus feat, Slow Fall 30'|
+1|
1d8|
20'|
9
7th|
+7/+2|
+5|
+5|
+5|Bodily Renewal (1)|
+1|
1d8|
20'|
10
8th|
+8/+3|
+6|
+6|
+6|Slow Fall 40'|
+1|
1d10|
20'|
11
9th|
+9/+4|
+6|
+6|
+6|Improved Evasion|
+1|
1d10|
30'|
12
10th|
+10/+5|
+7|
+7|
+7|Ki Strike(lawful), Slow Fall 50'|
+2|
1d10|
30'|
13
11th|
+11/+6/+1|
+7|
+7|
+7|Katas (Master), Diamond Body|
+2|
1d10|
30'|
15
12th|
+12/+7/+2|
+8|
+8|
+8|Abundant Step, Slow Fall 60'|
+2|
2d6|
40'|
16
13th|
+13/+8/+3|
+8|
+8|
+8|Diamond Soul, Bodily Renewal(3)|
+2|
2d6|
40'|
17
14th|
+14/+9/+4|
+9|
+9|
+9|Slow Fall 70'|
+2|
2d6|
40'|
18
15th|
+15/+10/+5|
+9|
+9|
+9|Quivering Palm|
+3|
2d6|
50'|
19
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Katas (Grand Master), Ki Strike(adamantine), Slow Fall 80'|
+3|
2d8|
50'|
21
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Timeless Body, Tongue of Sun and Moon|
+3|
2d8|
50'|
22
18th|
+18/+13/+8/+3x|
+11|
+11|
+11|Slow Fall 90', Bodily Renewal(5)|
+3|
2d8|
60'|
23
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Empty Body|
+3|
2d8|
60'|
24
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Ascended Bodhisattva, Energy Resistance 30, Slow Fall any Distance|
+4|
2d10|
60'|
25[/table]
Class Features
DESCRIPTION OF CLASS FEATURES
HD: d8
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), 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: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are the Monk Unarmed Strike, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields—in fact, many of the
monk’s special powers require unfettered movement. 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. (PHB, but adding the monk unarmed strike as a proficiency...silly wizards of the coast)
Martial Arts Training (Ex): Monks train in various styles of combat; however they are most recognized for their ability to fight without a weapon at all. At 1st level, a monk gains the benefits of the Improved Unarmed Strike feat. A monk may use a fist, foot, elbow, knee, or even head to deliver their unarmed attacks and therefore can make an unarmed strike even if their hands are full. Monks never suffer off-hand penalties when fighting unarmed. A monk applies their full base monk ability bonus to damage with their unarmed strikes, as appropriate for the Martial Arts Style chosen by the monk (see below), and may use the Power Attack feat in conjunction with their unarmed strike.
Monks may deal lethal or non-lethal damage with their unarmed strike at no penalty.
A monk’s unarmed strike may be affected by spells, feats, and other effects that enhance both natural and manufactured weapons.
Due to a monk’s intense training, they know how to apply greater force behind their attacks. A monk’s unarmed strikes deal more damage than a non-monk as shown on the table. Monks smaller or larger than medium deal less or more damage than the listed amount; see Table: Small or Large Monk Unarmed Damage in the PHB. (Xaotiq1, but altered).
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her key monk ability 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. (Xaotiq1?)
Katas: The training of a monk allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual monk’s focus and training.
Kata come in four tiers: Apprentice, Initiate, Master, and Grand Master. If a kata allows a saving throw, the DC will always be 10 + Character Level + key monk ability modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A monk does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
Whenever a monk gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the monk may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the monk can access. For example, an 11th level monk may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
A monk begins with knowledge of 3 katas of the Apprentice level; and learns additional katas as per Table: Monk. The kata Many Arms of the Spider no longer exists. Finally, a monk may gain additional katas known or have variant katas based on her choice of Martial Arts Style.
Speed Bonus (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. (PHB)
Flurry of Blows (Ex): When unarmored, a monk may unleash a flurry of attacks designed to quickly incapacitate foes. As a standard action, a monk may make a number of additional attacks equal to their base monk ability modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
A monk may use flurry of blows in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their base monk ability bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
Bonus Feats: 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. (See Chapter 5: Feats for descriptions.) A monk need not have any of the prerequisites normally required for these feats to select them. (PHB)
Martial Arts Styles: At 1st level, a monk must select a style of martial arts to represent the tradition in which they were trained. Each style grants unique benefits, outlined in their individual descriptions. Briefly:
Way of the Bending Willow- A defensive style that emphasizes avoiding blows, punishing counterstrikes, and group tactics. This style can be based on Dexterity, Constitution, or Wisdom.
Way of the Immovable Whirlwind- An offensive melee style that emphasizes grappling against a wide range of opponents. This style can be based on Dexterity, Intelligence, or Wisdom.
Way of the Thunderous Kick- An offensive style that emphasizes attacks made with the legs and feet, allowing devastating kicks to be delivered. This style can be based on Strength, Dexterity, or Wisdom.
Way of the Twisting Breath- A defensive style that emphasizes interrupting the attacks of the enemy, redirecting force, and channeling ki energy to impede the abilities of the opponent. This style can be based on Dexterity, Intelligence, or Wisdom.
Way of the Unerring Wyrm- An offensive style that emphasizes striking an opponent's weak spots to rapidly deal crippling blows and sacrificing personal safety to maximize damage. This style can be based on Strength, Dexterity, or Intelligence.
Each style can be based on one of three ability scores, known as the base monk ability. The monk's score and bonus in this ability are used in the calculation of various class features, such as bonuses to hit, bonuses to unarmed strike damage, kata DCs and effects, and bonuses to certain skills and ability checks. (Custom)
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. (Xaotiq1)
Quick Thinker (Ex): Monks have keen intuition, not only in regard to their surroundings; but also in to the inner workings of their bodies. At 3rd level, the monk adds its base monk ability bonus as a modifier on Strength and Dexterity checks and checks involving skills biased on Strength or Dexterity. (Xaotiq1, minor alterations)
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, since her meditation and training improve her resistance to mind-affecting attacks. (PHB)
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons 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 weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated asadamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. (PHB)
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. (PHB)
Purity of Body (Ex): At 5th level, a monk gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy). (PHB)
Mettle (Ex): At 6th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle. (Xaotiq1)
Bodily Renewal (Su): Monks of 7th level and higher have learned to focus their chi energy to help them heal. At 7th level, a monk gains fast healing (1). This increases at 13th level to fast healing (3); and again at 18th level to fast healing (5). (Xaotiq1)
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. (Xaotiq1)
Diamond Body (Su): At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds. (PHB)
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). (PHB)
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check 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 week, 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 fromthe 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. (PHB)
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. (PHB)
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature. (PHB)
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round 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 her monk level. (PHB)
MARTIAL ARTS STYLES
Path of the Thunderous Foot
Path of the Thunderous Foot: This style is distinguished as the martial art that focuses the most on kicking and varied kicking styles. Followers of this style typically walk barefooted, so as to increase the toughness of their feet. This is a Dex, Wis, or Str based style, meaning that you may choose either Dex, Wis, or Str to be the modifier for all of the monk's abilities if you choose this style.
Class Features:
1st level
Piercing Leg Strike: Your legs are much stronger and can kick faster and harder than the average monk. When making unarmed strikes with your bare feet, you strike with an additional +1 to attack and +1 to damage. This improves to +2 to attack and +2 to damage at sixth level, +3 to attack and +3 to damage at eleventh level, +4 to attack and +4 to damage at sixteenth level, and so on and so forth.
1st level
Unarmed Combat boost:
A practitioner of the Thunderous Kick style does incredible damage in melee combat. You gain Superb Unarmed Strike as a bonus feat.
3rd level
Organ Buster: Your kicks are now much more accurate and more able to do considerate damage if they hit a vulnerable organ. When attacking with your bare feet, your crit range is increased to 18-20, which does not stack, and your bonus crit damage is *3
5th level
Flurry of Kicks:
When making a Flurry of Blows with your bare feet, you may take one additional strike at your maximum BAB.
8th level
Untrippable:
Your legs have become very strong and it is much more difficult to take you down. At 8th level, foes attempting to trip you take a -5 penalty to the attempt. At 12th level, this penalty becomes a -10. At 14th, it is impossible to trip you, that is, all trip attempts automatically fail.
14th level
Leap of Faith: You have an uncannily long and high jump, even for monks.
You gain a permanent +20 to all jump checks, and +10 to Tumble checks.
18th level
Adamantine Feet: Your bare feet are now considered to be Axiomatic, Good, Silvered, Cold Iron, Adamantine, and Vorpal.
Penalty
Thunderous Foot practitioners are agile, fast, great at jumping, and excellent at kicking. However, this comes with the tradeoff of neglecting training your fists and arms. This means that all attacks done with your hands suffer a -3 to attack and -3 to damage.
Way of the Unerring Wyrm
Way of the unerring Wyrm
This style is a martial art that focuses on striking fast and brutally the vital areas of the body, sometimes known as "pressure points." It is an offensive martial art, with the philosophy that the best defense is a good offense, paired with good speed to escape a situation you can't win. This is an Int, Dex, or Str based class.
Class Features:
First Level
Knowledge(anatomy): Your knowledge of the anatomy of just about anything is incredibly extensive. You gain a new Knowledge skill called Knowledge(anatomy.) Every six points put into Knowledge(anatomy) increases your Crit range by one, and your Critical Multiplier by 1. At the beginning of any combat, you may roll a Knowledge(anatomy) check against all creatures you can see. Depending on your check in comparison to the average Knowledge(anatomy) DC of all the creatures you can see, the time it takes to assess the creatures is different. If your check is equal to or less than three under the DC, your assessing fails and you have expended your whole turn, but you may attempt to assess again next round. If your check is greater than three less than the DC but less than the DC, your assessing takes 2 full round actions to succeed, you may choose to take only one full round but fail, or you may choose to take no time, and reroll your check with a cumulative -2 penalty. If it is greater or equal to the DC, it takes one full round action to assess. If it is greater than five over the DC, it takes a standard action to assess. When attacking any assessed creatures, you get a +2 to hit and +2 to damage. This increases to +3 to hit and +3 to damage at seventh level, +4 to hit and +4 to damage at thirteenth level, +5 to hit and +5 to damage at nineteenth level, and so on and so forth.
First Level
Cobra Strike Boost: You gain Cobra Strike as a bonus kata. In addition, the automatic critical hit done by Cobra Strike increases by 5, before multipliers. At fifth level, the full-round action that Cobra Strike usually uses doesn't provoke an AoO.
Third Level
Knockout Punch: A well-timed, well-placed strike to the temple, behind the ear, or in various spots on the spinal column, as well as several other places can rend a person unconscious. Once per day, you may strike with a -2 to hit. If it hits, your target must make a Fortitude save DC equal to 10 + 1/2 your Monk level rounded up + your main Monk attribute or be knocked out. The number of times you may use this ability per day increases by 1 every 2 monk levels over 1 you have.
Fifth Level
Speed of Wind: In the unlikely circumstance that you have bit off more than you can chew, it is a good idea to be able to get away from your pursuers quickly. You gain a permanent land speed bonus of +30 feet. Also, once per day, you may act as if under the influence of an Expeditious Retreat spell.
Eighth Level
Total Offense: You have the uncanny ability to deliver offensive blows incredibly quickly and powerfully, but at the expense of your defense. By taking a free action, you may trade AC for to attack or damage bonuses. One point of AC traded will get you either a +1 to attack or a +1 to damage. Two points traded in will get you either a +2 to attack, a +1 to attack and +1 to damage, or a +2 to damage. However, you may not lower your AC below 10 this way. For example, if you had 18 AC and decided that you didn't care at about your defenses for that round, you might trade your 8 points for +3 to attack and +5 to damage.
Fourteenth Level
Critical Defense: You have studied the weaknesses of the body long enough to be able to defend the vital areas of your body incredibly well. If somebody rolls a critical threat on you, they must roll another natural twenty on the confirmation roll in order to score a critical hit.
Eighteenth Level
Snap the Neck: All enemies you score a critical hit on with Hit Dice no greater than your Monk level plus three must make a Fortitude save with a DC of 10+your full monk level+your main monk attribute or die instantly. Creatures normally immune to critical hits do not instantly die, but do take damage as if they weren't immune to a critical hit.
Penalty
The way of the unerring Wyrm is an incredibly powerful, offensive martial art. However, those who practice it do so at the cost of their defensive studies, which are neglected. Any practitioner of this style takes a -2 penalty to AC They still retain their Wisdom modifier to AC, however.
Path of the Bending Willow
Path of the Bending Willow: This style is a martial art that originated in the Southern Lands, a mixture of dance and defense, a blend of rhythm, movement, and attacks. This is a Wisdom, Dexterity, or Constitution based style.
First Level
Boundless Rhythm:
When in combat, you sense a rhythm imperceptible to most people. Everybody, in every fight, from a drunken barroom brawl to a duel amongst the gods, follows this rhythm, though they don't know it themselves. You have just begun to become aware of it, but even awareness increases your capacity for anticipation. Your AC increases by 1, and you gain a +1 bonus on Reflex saves. This increases to +2 and +2 at fifth level, +3 and +3 at ninth level, +4 and +4 at thirteenth level, and so on and so forth. You also gain Dodge as a bonus feat, if you do not already have it. If you do, then pick any other feat you qualify for as a bonus feat. The sense of rhythm and dance has also helped you become adept at the art of tumbling. You gain a permanent +5 bonus on tumble checks, which increases by one every monk level until your bonus from this CF is +15.
First Level
Counterstrike:
The rhythm you can sense helps you take advantage of your foe's misses. If the foe you have designated as the person you get heightened AC to due to Dodge misses you with a melee attack, he takes damage equal to 1/2 your Monk Unarmed Strike damage. This increases to 3/4 at 8th level, and full at 15th level.
Third Level
Rat Goes to Earth:
You can anticipate an opponent's strike, and, though you cannot dodge it properly, you can at least drop to the ground to avoid taking a hit. Once in each combat round, you may choose to fully negate one hit in exchange for becoming prone.
Fifth Level
SUPERIOR FLANKING:
You are skilled at taking advantage of a surrounded
opponent. You gain a +6 bonus on attack rolls against
opponents you flank. All allies who flank with you gain a +3
bonus on attack rolls against the opponents they flank. This doesn't stack with the feats Superior Flanking or Improved Flanking, and doesn't stack with the normal flanking bonus.
Eighth Level
Sweep the Legs:
You can dodge an opponent's attack, then take advantage of his temporary lack of balance to trip him. If the opponent you have chosen to gain an AC bonus to through Dodge misses you with a melee attack, instead of damaging him for 3/4 of your Monk Unarmed Strike Damage, you may make a Trip attempt with a +5 bonus. This increases to a +10 bonus at 13th level, a +15 bonus at 18th level, and a +20 bonus at 23rd level.
Twelfth Level
Spinning Kick:
You have become adept at lashing kicks and punches out whilst rolling, jumping, and moving about. Once per combat round, if you make a successful Tumble check to move around an enemy, you may deal damage to one of the foes you're tumbling around equal to your Unarmed Strike damage. This increases to up to two of the foes at 15th level, three at 18th level, and so on and so forth.
Fourteenth Level
Way of the Drunken Boxer:
You have the uncanny ability to dodge out of the way just in time to allow your opponents to strike each other. If the foe you have designated to get an increased AC through Dodge misses you with an attack, you may choose to have him hit a different foe within his attack's range of you instead. This is in addition to the Counterstrike damage you can deal to him if you wish afterwards.
Eighteenth Level
Superb Rhythmic Sense:
Your knowledge of the rhythm of combat, combined with your natural flexibility and agility, allow you to bend your own body around the attacks of an opponent. Once per combat round, when you would be damaged by an opponent's attack, you may make a Reflex save with a DC equal to your opponent's attack roll. If you succeed, you take no damage from the attack. (It did not "miss" you, you simply take no damage from it, so you cannot Counterstrike it, nor can you Trip it, nor can you make it attack an opponent instead.) If you fail, you take only half damage. This does not stack with the half damage from Evasion.
Penalty
Those who practice this style have incredible defensive knowledge. However, this comes at the cost of their offensive capabilities, which are not typically trained as much. You take a permanent -2 to hit for all attacks.
Way of the Immovable Whirlwind
Way of the Immovable Whirlwind
The Way of the Immovable Whirlwind is a style that focuses on staying in an adaptive, ready stance, using the movement and the very force of your opponents to bring them down. Practitioners of this style have good reflexes, and are amazing grapplers. It is a Dex, Wis, or Int based style.
First level
Reactive Stance: At any time, you may begin a ready stance, in preparation to a throw. This stance takes a free action to activate, and a free action to end. Once per round, if an opponent misses you with a melee attack while this stance is active, you may make a trip attempt as an AoO. If the trip attempt succeeds, you may deal damage to the person you just tripped equal to your base stat's modifier. This increases to twice per round and twice your base stat's modifier at level six, three times per round and three times your base stat's modifier at level eleven, four times per round and four times your base stat's modifier at level sixteen, and so on and so forth. However, while this stance is active, you may move only half speed in a move action.
First level
Grappling Master: Practitioners of the Way of the Immovable whirlwind have amazing grappling skills. You may make Grapple checks with your monk base stat's modifier rather than having to use strength, You gain a permanent +5 competence bonus on all grapple checks, and gain Improved Grapple as a bonus feat at first level, Scorpion's Grasp as a bonus feat at third level, Close-Quarters Fighting as a bonus feat at sixth level, and Legendary Wrestler as a bonus feat at 21st level. You must meet all prerequisites for each feat.
Third Level
Unnatural Sense:
You can sense an attack before it comes.
You are never considered flatfooted and retain your Dexterity bonus to AC all the time.
Fifth Level
The bigger they are, the harder they fall: You may add one half of your opponent's Strength modifier and size modifier to your Grapple checks, but not any penalty. For example, if you attempted to grapple a Cloud Giant with Strength 35. His total bonus due to Strength and Huge size would be +20. You would gain an additional +10 bonus to your Grapple Check
Eighth Level
Improved Reactive Stance:
When your reactive stance is active, you also gain a +2 bonus to AC. This increases to +3 at twelfth level, +4 at sixteenth, +5 at twentieth, and so on and so forth.
Fourteenth Level
Final Strike:
You may make a normal attack against as many prone targets are within reach of you using a minor action, which allows you to use a standard action during that turn as well.
Eighteenth Level
Choke Hold:
On a successful opposed grapple check, you may do Strength damage equal to your Monk Unarmed Strike damage. This does not impede with the Constitution damage from Coiled Snake's Embrace kata.
Penalty
Practitioners of the Way of the Immovable Whirlwind are fearsome grapplers, and are amazing defensively. However, they aren't renowned for their speed, which usually lacks. Practitioners of the Way of the Immovable Whirlwind only gain 1/2 the scaling speed bonus that other monks receive.
Way of the Twisting Breath
Way of the Twisting Breath
This style is a martial art that focuses less on the physical motions themselves, and more on the energies behind them. Every attack an opponent makes caries certain energy with it, and mastery of this style gives you control, not just of your own ki, but that of your opponent as well.
Base attributes: Dex, Wis, and Int.
Class Features
First Level
Find the Center (Ex): Your awareness of yourself makes you more difficult for others to disrupt. You gain a +1 Insight bonus to all saves, which increases every fourth level (+2 at 5th level, +3 at 9th, +4 at 13th, and +5 at 17th). You also add your Monk class level on all Balance checks, and any checks to resist Bull Rush, Grapple, Overrun, and Trip.
First Level
Branches Twist in the Wind (Ex): You excel at striking the sensitive joints exposed in an enemy's own attack. When an enemy makes a melee attack against you, regardless of whether it hits or misses, any of your successful attacks against them in the next round apply a non-stacking -2 penalty to attack and damage. This penalty lasts for five rounds, or until they are targeted by a Conjuration (Healing) spell. Oozes and other creatures with the Amorphous property or that do not have joints are not affected, but most constructs and undead are.
This penalty increases every fourth level (-3 at 5th level, -4 at 9th, -5 at 13th, and -6 at 17th).
Third Level
Disrupt Energy (Su): By channeling some of your ki into your blows, you can interfere with an opponent's ability to gather their own energy effectively. As a standard action, make an unarmed attack, using your Monk Base Attribute instead of Strength. If it hits, in addition to dealing normal damage, your opponent is unable to use any Spells, Spell-Like Abilities, or Supernatural Abilities for one round.
At 7th level, the duration extends to two rounds. At 11th level, any foe struck by any of your unarmed attacks is affected by this ability.
Fifth Level
Centered Soul (Su): Gain Magic Resistance equal to your class level + 10. Unlike Spell Resistance, this applies against Supernatural abilities as well. You can always choose which spells or abilities your Magic Resistance applies against.
At 13th level, if you would gain Diamond Soul, instead increase your Magic Resistance to class level + 14.
Eighth Level
Standing Wave (Su): Your ki extends beyond your body. Your reach increase by 5', and you threaten squares as appropriate for your new reach.
Fourteenth Level
Ki Sight (Su): You can see the energies of life and magic as they flow around you. Ki Sight functions as both Arcane Sight and Deathwatch, but is not considered Evil. You can activate or deactivate this ability at will as a swift action.
Eighteenth Level
Still Waters Endure: You are immune to negative energy, death effects, negative levels, and necromancy effects.
In addition, whenever your Magic Resistance blocks a hostile ability from an opponent you are aware of, you can choose to reflect that ability back at that opponent as if they had targeted themselves.
Penalty
The Way of the Twisting Breath offers much to its disciples, but its focus on curves and re-directions limits its direct striking power. Reduce your Unarmed Strike damage one stage. If you are 3rd level or below, use the base Unarmed Strike damage of a non-Monk of your size (1d4 for Medium).[/quote]
Much credit to Xaotiq1's monk fix, from which substantial bits have been lifted.
Also, thanks to Phelix-Mu for putting together the table.
TABLE OF MONK CLASS FEATURES
Class Table
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|
AC Bonus|
Unarmed Damage|
Speed Bonus|
Katas Known
1st|
+1|
+2|
+2|
+2|AC Bonus, Katas (Apprentice), Martial Arts Training, Flurry of Blows, Bonus Feat, Martial Arts Style|
+0|
1d6|
0'|
3
2nd|
+2|
+3|
+3|
+3|Evasion, Bonus Feat|
+0|
1d6|
0'|
4
3rd|
+3|
+3|
+3|
+3|Quick Thinker, Still Mind|
+0|
1d6|
10'|
5
4th|
+4|
+4|
+4|
+4|Ki Strike(magic), Slow Fall 20'|
+0|
1d8|
10'|
6
5th|
+5|
+4|
+4|
+4|Purity of Body|
+1|
1d8|
10'|
7
6th|
+6/+1|
+5|
+5|
+5|Katas (Initiate), Mettle, Bonus feat, Slow Fall 30'|
+1|
1d8|
20'|
9
7th|
+7/+2|
+5|
+5|
+5|Bodily Renewal (1)|
+1|
1d8|
20'|
10
8th|
+8/+3|
+6|
+6|
+6|Slow Fall 40'|
+1|
1d10|
20'|
11
9th|
+9/+4|
+6|
+6|
+6|Improved Evasion|
+1|
1d10|
30'|
12
10th|
+10/+5|
+7|
+7|
+7|Ki Strike(lawful), Slow Fall 50'|
+2|
1d10|
30'|
13
11th|
+11/+6/+1|
+7|
+7|
+7|Katas (Master), Diamond Body|
+2|
1d10|
30'|
15
12th|
+12/+7/+2|
+8|
+8|
+8|Abundant Step, Slow Fall 60'|
+2|
2d6|
40'|
16
13th|
+13/+8/+3|
+8|
+8|
+8|Diamond Soul, Bodily Renewal(3)|
+2|
2d6|
40'|
17
14th|
+14/+9/+4|
+9|
+9|
+9|Slow Fall 70'|
+2|
2d6|
40'|
18
15th|
+15/+10/+5|
+9|
+9|
+9|Quivering Palm|
+3|
2d6|
50'|
19
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Katas (Grand Master), Ki Strike(adamantine), Slow Fall 80'|
+3|
2d8|
50'|
21
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Timeless Body, Tongue of Sun and Moon|
+3|
2d8|
50'|
22
18th|
+18/+13/+8/+3x|
+11|
+11|
+11|Slow Fall 90', Bodily Renewal(5)|
+3|
2d8|
60'|
23
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Empty Body|
+3|
2d8|
60'|
24
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Ascended Bodhisattva, Energy Resistance 30, Slow Fall any Distance|
+4|
2d10|
60'|
25[/table]
Class Features
DESCRIPTION OF CLASS FEATURES
HD: d8
Class Skills: The monk’s class skills (and the key ability for each skill) are Balance (Dex), 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: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are the Monk Unarmed Strike, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields—in fact, many of the
monk’s special powers require unfettered movement. 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. (PHB, but adding the monk unarmed strike as a proficiency...silly wizards of the coast)
Martial Arts Training (Ex): Monks train in various styles of combat; however they are most recognized for their ability to fight without a weapon at all. At 1st level, a monk gains the benefits of the Improved Unarmed Strike feat. A monk may use a fist, foot, elbow, knee, or even head to deliver their unarmed attacks and therefore can make an unarmed strike even if their hands are full. Monks never suffer off-hand penalties when fighting unarmed. A monk applies their full base monk ability bonus to damage with their unarmed strikes, as appropriate for the Martial Arts Style chosen by the monk (see below), and may use the Power Attack feat in conjunction with their unarmed strike.
Monks may deal lethal or non-lethal damage with their unarmed strike at no penalty.
A monk’s unarmed strike may be affected by spells, feats, and other effects that enhance both natural and manufactured weapons.
Due to a monk’s intense training, they know how to apply greater force behind their attacks. A monk’s unarmed strikes deal more damage than a non-monk as shown on the table. Monks smaller or larger than medium deal less or more damage than the listed amount; see Table: Small or Large Monk Unarmed Damage in the PHB. (Xaotiq1, but altered).
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her key monk ability 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. (Xaotiq1?)
Katas: The training of a monk allows them to perform feats of strength, grace, and both physical and mental endurance that transcend normal human limitations. Katas are collections of supernatural and/or extraordinary abilities that define an individual monk’s focus and training.
Kata come in four tiers: Apprentice, Initiate, Master, and Grand Master. If a kata allows a saving throw, the DC will always be 10 + Character Level + key monk ability modifier. Katas are never subject to spell resistance and may always operate in an anti-magic field. A monk does not provoke an attack of opportunity when using a kata unless its description says so. Unless stated in the description, katas can be used at will.
Whenever a monk gains access to a new level of kata (at 6th, 11th, and 16th level), they automatically learn a kata of that level. This is in addition to the kata normally gained for leveling up. Also, when gaining access to a new level of kata, the monk may switch out a previously known kata for a new one. The new kata must be of a level one less than the highest the monk can access. For example, an 11th level monk may switch out any kata they know and learn a new Apprentice or Initiate level kata in its place.
A monk begins with knowledge of 3 katas of the Apprentice level; and learns additional katas as per Table: Monk. The kata Many Arms of the Spider no longer exists. Finally, a monk may gain additional katas known or have variant katas based on her choice of Martial Arts Style.
Speed Bonus (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. (PHB)
Flurry of Blows (Ex): When unarmored, a monk may unleash a flurry of attacks designed to quickly incapacitate foes. As a standard action, a monk may make a number of additional attacks equal to their base monk ability modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
A monk may use flurry of blows in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their base monk ability bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
Bonus Feats: 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. (See Chapter 5: Feats for descriptions.) A monk need not have any of the prerequisites normally required for these feats to select them. (PHB)
Martial Arts Styles: At 1st level, a monk must select a style of martial arts to represent the tradition in which they were trained. Each style grants unique benefits, outlined in their individual descriptions. Briefly:
Way of the Bending Willow- A defensive style that emphasizes avoiding blows, punishing counterstrikes, and group tactics. This style can be based on Dexterity, Constitution, or Wisdom.
Way of the Immovable Whirlwind- An offensive melee style that emphasizes grappling against a wide range of opponents. This style can be based on Dexterity, Intelligence, or Wisdom.
Way of the Thunderous Kick- An offensive style that emphasizes attacks made with the legs and feet, allowing devastating kicks to be delivered. This style can be based on Strength, Dexterity, or Wisdom.
Way of the Twisting Breath- A defensive style that emphasizes interrupting the attacks of the enemy, redirecting force, and channeling ki energy to impede the abilities of the opponent. This style can be based on Dexterity, Intelligence, or Wisdom.
Way of the Unerring Wyrm- An offensive style that emphasizes striking an opponent's weak spots to rapidly deal crippling blows and sacrificing personal safety to maximize damage. This style can be based on Strength, Dexterity, or Intelligence.
Each style can be based on one of three ability scores, known as the base monk ability. The monk's score and bonus in this ability are used in the calculation of various class features, such as bonuses to hit, bonuses to unarmed strike damage, kata DCs and effects, and bonuses to certain skills and ability checks. (Custom)
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. (Xaotiq1)
Quick Thinker (Ex): Monks have keen intuition, not only in regard to their surroundings; but also in to the inner workings of their bodies. At 3rd level, the monk adds its base monk ability bonus as a modifier on Strength and Dexterity checks and checks involving skills biased on Strength or Dexterity. (Xaotiq1, minor alterations)
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, since her meditation and training improve her resistance to mind-affecting attacks. (PHB)
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons 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 weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated asadamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. (PHB)
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. (PHB)
Purity of Body (Ex): At 5th level, a monk gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy). (PHB)
Mettle (Ex): At 6th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle. (Xaotiq1)
Bodily Renewal (Su): Monks of 7th level and higher have learned to focus their chi energy to help them heal. At 7th level, a monk gains fast healing (1). This increases at 13th level to fast healing (3); and again at 18th level to fast healing (5). (Xaotiq1)
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. (Xaotiq1)
Diamond Body (Su): At 11th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds. (PHB)
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). (PHB)
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check 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 week, 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 fromthe 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. (PHB)
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. (PHB)
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature. (PHB)
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round 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 her monk level. (PHB)
MARTIAL ARTS STYLES
Path of the Thunderous Foot
Path of the Thunderous Foot: This style is distinguished as the martial art that focuses the most on kicking and varied kicking styles. Followers of this style typically walk barefooted, so as to increase the toughness of their feet. This is a Dex, Wis, or Str based style, meaning that you may choose either Dex, Wis, or Str to be the modifier for all of the monk's abilities if you choose this style.
Class Features:
1st level
Piercing Leg Strike: Your legs are much stronger and can kick faster and harder than the average monk. When making unarmed strikes with your bare feet, you strike with an additional +1 to attack and +1 to damage. This improves to +2 to attack and +2 to damage at sixth level, +3 to attack and +3 to damage at eleventh level, +4 to attack and +4 to damage at sixteenth level, and so on and so forth.
1st level
Unarmed Combat boost:
A practitioner of the Thunderous Kick style does incredible damage in melee combat. You gain Superb Unarmed Strike as a bonus feat.
3rd level
Organ Buster: Your kicks are now much more accurate and more able to do considerate damage if they hit a vulnerable organ. When attacking with your bare feet, your crit range is increased to 18-20, which does not stack, and your bonus crit damage is *3
5th level
Flurry of Kicks:
When making a Flurry of Blows with your bare feet, you may take one additional strike at your maximum BAB.
8th level
Untrippable:
Your legs have become very strong and it is much more difficult to take you down. At 8th level, foes attempting to trip you take a -5 penalty to the attempt. At 12th level, this penalty becomes a -10. At 14th, it is impossible to trip you, that is, all trip attempts automatically fail.
14th level
Leap of Faith: You have an uncannily long and high jump, even for monks.
You gain a permanent +20 to all jump checks, and +10 to Tumble checks.
18th level
Adamantine Feet: Your bare feet are now considered to be Axiomatic, Good, Silvered, Cold Iron, Adamantine, and Vorpal.
Penalty
Thunderous Foot practitioners are agile, fast, great at jumping, and excellent at kicking. However, this comes with the tradeoff of neglecting training your fists and arms. This means that all attacks done with your hands suffer a -3 to attack and -3 to damage.
Way of the Unerring Wyrm
Way of the unerring Wyrm
This style is a martial art that focuses on striking fast and brutally the vital areas of the body, sometimes known as "pressure points." It is an offensive martial art, with the philosophy that the best defense is a good offense, paired with good speed to escape a situation you can't win. This is an Int, Dex, or Str based class.
Class Features:
First Level
Knowledge(anatomy): Your knowledge of the anatomy of just about anything is incredibly extensive. You gain a new Knowledge skill called Knowledge(anatomy.) Every six points put into Knowledge(anatomy) increases your Crit range by one, and your Critical Multiplier by 1. At the beginning of any combat, you may roll a Knowledge(anatomy) check against all creatures you can see. Depending on your check in comparison to the average Knowledge(anatomy) DC of all the creatures you can see, the time it takes to assess the creatures is different. If your check is equal to or less than three under the DC, your assessing fails and you have expended your whole turn, but you may attempt to assess again next round. If your check is greater than three less than the DC but less than the DC, your assessing takes 2 full round actions to succeed, you may choose to take only one full round but fail, or you may choose to take no time, and reroll your check with a cumulative -2 penalty. If it is greater or equal to the DC, it takes one full round action to assess. If it is greater than five over the DC, it takes a standard action to assess. When attacking any assessed creatures, you get a +2 to hit and +2 to damage. This increases to +3 to hit and +3 to damage at seventh level, +4 to hit and +4 to damage at thirteenth level, +5 to hit and +5 to damage at nineteenth level, and so on and so forth.
First Level
Cobra Strike Boost: You gain Cobra Strike as a bonus kata. In addition, the automatic critical hit done by Cobra Strike increases by 5, before multipliers. At fifth level, the full-round action that Cobra Strike usually uses doesn't provoke an AoO.
Third Level
Knockout Punch: A well-timed, well-placed strike to the temple, behind the ear, or in various spots on the spinal column, as well as several other places can rend a person unconscious. Once per day, you may strike with a -2 to hit. If it hits, your target must make a Fortitude save DC equal to 10 + 1/2 your Monk level rounded up + your main Monk attribute or be knocked out. The number of times you may use this ability per day increases by 1 every 2 monk levels over 1 you have.
Fifth Level
Speed of Wind: In the unlikely circumstance that you have bit off more than you can chew, it is a good idea to be able to get away from your pursuers quickly. You gain a permanent land speed bonus of +30 feet. Also, once per day, you may act as if under the influence of an Expeditious Retreat spell.
Eighth Level
Total Offense: You have the uncanny ability to deliver offensive blows incredibly quickly and powerfully, but at the expense of your defense. By taking a free action, you may trade AC for to attack or damage bonuses. One point of AC traded will get you either a +1 to attack or a +1 to damage. Two points traded in will get you either a +2 to attack, a +1 to attack and +1 to damage, or a +2 to damage. However, you may not lower your AC below 10 this way. For example, if you had 18 AC and decided that you didn't care at about your defenses for that round, you might trade your 8 points for +3 to attack and +5 to damage.
Fourteenth Level
Critical Defense: You have studied the weaknesses of the body long enough to be able to defend the vital areas of your body incredibly well. If somebody rolls a critical threat on you, they must roll another natural twenty on the confirmation roll in order to score a critical hit.
Eighteenth Level
Snap the Neck: All enemies you score a critical hit on with Hit Dice no greater than your Monk level plus three must make a Fortitude save with a DC of 10+your full monk level+your main monk attribute or die instantly. Creatures normally immune to critical hits do not instantly die, but do take damage as if they weren't immune to a critical hit.
Penalty
The way of the unerring Wyrm is an incredibly powerful, offensive martial art. However, those who practice it do so at the cost of their defensive studies, which are neglected. Any practitioner of this style takes a -2 penalty to AC They still retain their Wisdom modifier to AC, however.
Path of the Bending Willow
Path of the Bending Willow: This style is a martial art that originated in the Southern Lands, a mixture of dance and defense, a blend of rhythm, movement, and attacks. This is a Wisdom, Dexterity, or Constitution based style.
First Level
Boundless Rhythm:
When in combat, you sense a rhythm imperceptible to most people. Everybody, in every fight, from a drunken barroom brawl to a duel amongst the gods, follows this rhythm, though they don't know it themselves. You have just begun to become aware of it, but even awareness increases your capacity for anticipation. Your AC increases by 1, and you gain a +1 bonus on Reflex saves. This increases to +2 and +2 at fifth level, +3 and +3 at ninth level, +4 and +4 at thirteenth level, and so on and so forth. You also gain Dodge as a bonus feat, if you do not already have it. If you do, then pick any other feat you qualify for as a bonus feat. The sense of rhythm and dance has also helped you become adept at the art of tumbling. You gain a permanent +5 bonus on tumble checks, which increases by one every monk level until your bonus from this CF is +15.
First Level
Counterstrike:
The rhythm you can sense helps you take advantage of your foe's misses. If the foe you have designated as the person you get heightened AC to due to Dodge misses you with a melee attack, he takes damage equal to 1/2 your Monk Unarmed Strike damage. This increases to 3/4 at 8th level, and full at 15th level.
Third Level
Rat Goes to Earth:
You can anticipate an opponent's strike, and, though you cannot dodge it properly, you can at least drop to the ground to avoid taking a hit. Once in each combat round, you may choose to fully negate one hit in exchange for becoming prone.
Fifth Level
SUPERIOR FLANKING:
You are skilled at taking advantage of a surrounded
opponent. You gain a +6 bonus on attack rolls against
opponents you flank. All allies who flank with you gain a +3
bonus on attack rolls against the opponents they flank. This doesn't stack with the feats Superior Flanking or Improved Flanking, and doesn't stack with the normal flanking bonus.
Eighth Level
Sweep the Legs:
You can dodge an opponent's attack, then take advantage of his temporary lack of balance to trip him. If the opponent you have chosen to gain an AC bonus to through Dodge misses you with a melee attack, instead of damaging him for 3/4 of your Monk Unarmed Strike Damage, you may make a Trip attempt with a +5 bonus. This increases to a +10 bonus at 13th level, a +15 bonus at 18th level, and a +20 bonus at 23rd level.
Twelfth Level
Spinning Kick:
You have become adept at lashing kicks and punches out whilst rolling, jumping, and moving about. Once per combat round, if you make a successful Tumble check to move around an enemy, you may deal damage to one of the foes you're tumbling around equal to your Unarmed Strike damage. This increases to up to two of the foes at 15th level, three at 18th level, and so on and so forth.
Fourteenth Level
Way of the Drunken Boxer:
You have the uncanny ability to dodge out of the way just in time to allow your opponents to strike each other. If the foe you have designated to get an increased AC through Dodge misses you with an attack, you may choose to have him hit a different foe within his attack's range of you instead. This is in addition to the Counterstrike damage you can deal to him if you wish afterwards.
Eighteenth Level
Superb Rhythmic Sense:
Your knowledge of the rhythm of combat, combined with your natural flexibility and agility, allow you to bend your own body around the attacks of an opponent. Once per combat round, when you would be damaged by an opponent's attack, you may make a Reflex save with a DC equal to your opponent's attack roll. If you succeed, you take no damage from the attack. (It did not "miss" you, you simply take no damage from it, so you cannot Counterstrike it, nor can you Trip it, nor can you make it attack an opponent instead.) If you fail, you take only half damage. This does not stack with the half damage from Evasion.
Penalty
Those who practice this style have incredible defensive knowledge. However, this comes at the cost of their offensive capabilities, which are not typically trained as much. You take a permanent -2 to hit for all attacks.
Way of the Immovable Whirlwind
Way of the Immovable Whirlwind
The Way of the Immovable Whirlwind is a style that focuses on staying in an adaptive, ready stance, using the movement and the very force of your opponents to bring them down. Practitioners of this style have good reflexes, and are amazing grapplers. It is a Dex, Wis, or Int based style.
First level
Reactive Stance: At any time, you may begin a ready stance, in preparation to a throw. This stance takes a free action to activate, and a free action to end. Once per round, if an opponent misses you with a melee attack while this stance is active, you may make a trip attempt as an AoO. If the trip attempt succeeds, you may deal damage to the person you just tripped equal to your base stat's modifier. This increases to twice per round and twice your base stat's modifier at level six, three times per round and three times your base stat's modifier at level eleven, four times per round and four times your base stat's modifier at level sixteen, and so on and so forth. However, while this stance is active, you may move only half speed in a move action.
First level
Grappling Master: Practitioners of the Way of the Immovable whirlwind have amazing grappling skills. You may make Grapple checks with your monk base stat's modifier rather than having to use strength, You gain a permanent +5 competence bonus on all grapple checks, and gain Improved Grapple as a bonus feat at first level, Scorpion's Grasp as a bonus feat at third level, Close-Quarters Fighting as a bonus feat at sixth level, and Legendary Wrestler as a bonus feat at 21st level. You must meet all prerequisites for each feat.
Third Level
Unnatural Sense:
You can sense an attack before it comes.
You are never considered flatfooted and retain your Dexterity bonus to AC all the time.
Fifth Level
The bigger they are, the harder they fall: You may add one half of your opponent's Strength modifier and size modifier to your Grapple checks, but not any penalty. For example, if you attempted to grapple a Cloud Giant with Strength 35. His total bonus due to Strength and Huge size would be +20. You would gain an additional +10 bonus to your Grapple Check
Eighth Level
Improved Reactive Stance:
When your reactive stance is active, you also gain a +2 bonus to AC. This increases to +3 at twelfth level, +4 at sixteenth, +5 at twentieth, and so on and so forth.
Fourteenth Level
Final Strike:
You may make a normal attack against as many prone targets are within reach of you using a minor action, which allows you to use a standard action during that turn as well.
Eighteenth Level
Choke Hold:
On a successful opposed grapple check, you may do Strength damage equal to your Monk Unarmed Strike damage. This does not impede with the Constitution damage from Coiled Snake's Embrace kata.
Penalty
Practitioners of the Way of the Immovable Whirlwind are fearsome grapplers, and are amazing defensively. However, they aren't renowned for their speed, which usually lacks. Practitioners of the Way of the Immovable Whirlwind only gain 1/2 the scaling speed bonus that other monks receive.
Way of the Twisting Breath
Way of the Twisting Breath
This style is a martial art that focuses less on the physical motions themselves, and more on the energies behind them. Every attack an opponent makes caries certain energy with it, and mastery of this style gives you control, not just of your own ki, but that of your opponent as well.
Base attributes: Dex, Wis, and Int.
Class Features
First Level
Find the Center (Ex): Your awareness of yourself makes you more difficult for others to disrupt. You gain a +1 Insight bonus to all saves, which increases every fourth level (+2 at 5th level, +3 at 9th, +4 at 13th, and +5 at 17th). You also add your Monk class level on all Balance checks, and any checks to resist Bull Rush, Grapple, Overrun, and Trip.
First Level
Branches Twist in the Wind (Ex): You excel at striking the sensitive joints exposed in an enemy's own attack. When an enemy makes a melee attack against you, regardless of whether it hits or misses, any of your successful attacks against them in the next round apply a non-stacking -2 penalty to attack and damage. This penalty lasts for five rounds, or until they are targeted by a Conjuration (Healing) spell. Oozes and other creatures with the Amorphous property or that do not have joints are not affected, but most constructs and undead are.
This penalty increases every fourth level (-3 at 5th level, -4 at 9th, -5 at 13th, and -6 at 17th).
Third Level
Disrupt Energy (Su): By channeling some of your ki into your blows, you can interfere with an opponent's ability to gather their own energy effectively. As a standard action, make an unarmed attack, using your Monk Base Attribute instead of Strength. If it hits, in addition to dealing normal damage, your opponent is unable to use any Spells, Spell-Like Abilities, or Supernatural Abilities for one round.
At 7th level, the duration extends to two rounds. At 11th level, any foe struck by any of your unarmed attacks is affected by this ability.
Fifth Level
Centered Soul (Su): Gain Magic Resistance equal to your class level + 10. Unlike Spell Resistance, this applies against Supernatural abilities as well. You can always choose which spells or abilities your Magic Resistance applies against.
At 13th level, if you would gain Diamond Soul, instead increase your Magic Resistance to class level + 14.
Eighth Level
Standing Wave (Su): Your ki extends beyond your body. Your reach increase by 5', and you threaten squares as appropriate for your new reach.
Fourteenth Level
Ki Sight (Su): You can see the energies of life and magic as they flow around you. Ki Sight functions as both Arcane Sight and Deathwatch, but is not considered Evil. You can activate or deactivate this ability at will as a swift action.
Eighteenth Level
Still Waters Endure: You are immune to negative energy, death effects, negative levels, and necromancy effects.
In addition, whenever your Magic Resistance blocks a hostile ability from an opponent you are aware of, you can choose to reflect that ability back at that opponent as if they had targeted themselves.
Penalty
The Way of the Twisting Breath offers much to its disciples, but its focus on curves and re-directions limits its direct striking power. Reduce your Unarmed Strike damage one stage. If you are 3rd level or below, use the base Unarmed Strike damage of a non-Monk of your size (1d4 for Medium).[/quote]