Whitersnake
2013-09-04, 02:15 PM
Those of you following the Frigates and Flintlocks campaign setting may be wondering where I disappeared to. The truth is, the more I worked on my campaign setting, the less I liked the base classes. I realized that while 3.5's classes are great when it comes to the generic fantasy setting, a lot of what I wanted for the colonial setting involved slightly different classes. So I'm putting the setting on hold while I'm working on that aspect. When I publish the campaign setting (as a free PDF of course), I will include these classes as an optional siderule. But until then, I could certainly use some advice!
This monk fix tries to help the monk in a number of ways. First, I raised the monk's BaB to full, giving him both an extra attack and a better attack bonus. Next, I allowed the monk to add his Flurry of Blows attacks to standard actions or charge attacks, but not to attacks of opportunity. Finally, to counterbalance this change, I kept the monk's first bonus attack at her full bonus but had her second attack be made at her second bonus. Keep in mind that this penalty on the second attack is not a full -5 penalty; the monk's full BaB means that her second attack is made at a higher bonus than before. By level 17, her second attack's bonus is as high as her first attack's bonus was before the change; earlier on, the penalty exists, but is relatively minor.
Additionally, I gave the monk a number of different bonuses to help her make the most of her abilities. Her movement bonuses are now better and stronger; a monk's slow fall functions as a full feather fall, and the levels where slow fall was once improved give the monk new bonuses, such as the ability to walk on walls or water, or the ability to balance on thin air. The monk's useful but rare abilities are now usable more often; the monk's unarmed attack is now more powerful and can overcome a greater range of damage reduction, and at high levels is treated as a Banishing weapon. The monk's DR capstone is made more useful, and the monk gains the ability to raise the dead or come back to life herself.
Following in the footsteps of Eberron's monastic training feats and the ranger's combat styles, every monk now belongs to a monastery, which grants her access to a range of bonus feats, new special monk weapons, and other abilities and bonuses. While the basic monk chassis grants mobility and survivability, it is my hope that the various monastic orders will direct the monk's offensive power.
Monk
The barbarian masters a certain combat style, using archaic weapons with such mastery that musketmen and halberdiers quake in their shiny metal boots. The fighter masters a group of weapons, learning to use them to their fullest extent and perfecting or inventing many forms in the process. The swashbuckler masters the art of striking without being struck, weaving through the battlefield like a shadow. These warriors are all true masters of their chosen form of combat, but their understanding of the art of war is dwarfed by the true mastery shown by the monk.
Perfection is essential to the monk. Their weapons are placed just where they need to be at just the right time to deliver the most devastating strikes; their bodies are bent in seemingly impossible forms to avoid retaliatory strikes. A monk's focus is so great that she can perform seemingly superhuman feats such as walking across water or even balancing on air, but the monk achieves these feats not through magic but through determination and skill.
Alignment
Varies (See below)
Hit Die
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.
Table: The Monk
http://img850.imageshack.us/img850/9605/zrsw.png
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency
Monks are proficient with unarmed strikes, clubs, and quarterstaves, along with any monastic weapons.
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 1st level. This bonus increases by 1 at 5th level for every five monk levels thereafter (+3 at 10th, +4 at 15th, and +5 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 can make a flurry attack as a standard action or a full round action, or even as part of a charge. A monk may still only make one attack on an attack of opportunity.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (club or quarterstaff, along with monastic weapons). 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 × 1½ or ×½) 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.
Greater Flurry
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 second best base attack bonus.
Table: Small or Large Monk Unarmed Damage
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
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.
Monastic Training
At first level, a monk chooses a monastery from which she comes. Every monk belongs to one of several monasteries. Each monastery has a certain style of combat, granting proficiencies with a number of weapons (which are treated as special monk weapons for that monk) along with a number of other bonuses. These bonuses are improved or new bonuses are added at 5th,10th, 15th, and 20th level. See below for the various monasteries.
Bonus Feat
Each monastic training selection grants access to a number of bonus feats. A monk may choose one of these feats at 2nd level and again at 6th and 13th level. A monk may ignore prerequisites when selecting these feats.
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 1st 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. This bonus increases to +3 at 9th level and to +4 at 15th level.
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 weapons of her alignment on both the law-chaos and good-evil axis for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks may be treated as being made of any one material for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. The monk may change this material as a move action. At 19th level, her unarmed attacks count as Banishing weapons.
Slow Fall (Ex)
At 4th level or higher, a monk can position her body in ways that slow her fall and knows how to twist through the air so that she always lands on her feet. So long as she’s conscious and able to apply her dexterity bonus to AC, she is treated as being under the effect of the Feather Fall spell.
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases including supernatural and magical diseases.
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 her current monk level times her wisdom bonus each day, and she can spread this healing out among several uses.
Ki Walk (Ex)
At 8th level, a monk can combine her fast speed with precise placement of her feet. When moving at least 40 feet, a monk can walk across water or liquids of similar consistency and walk on walls or ceilings as if they were flat.
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.
Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.
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). At 16th level, she may do this twice a day. At 20th level, she may do this three times a day.
Ki Leap (Ex)
At 12th level, a monk has honed her mind and body and may use this ability to leap far into the air. She may take a double-move action to jump up to her move speed in any direction. She may use this ability as part of a charge. If the monk has at least 5 ranks in Jump, she may enhance her supernatural leaping ability with her natural juping skill. She may roll a jump check and add the result, rounded down to the nearest multiple of 5, to her jumping distance.
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 (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Balance on the Clouds (Su)
At 14th level, a monk’s balance is so perfect that she may walk upon thin air. A monk may fly up to a quarter of her speed with perfect maneuverability, but she is not able to ascend or descend. She may use other abilities, such as Ki Leap or simply falling, to rise or drop. A monk must have at least 15 ranks in Balance to use this ability.
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 per point of wisdom bonus, 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 + ½ 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. A monk may only have target who is affected by quivering palm at a time. If she wishes to affect a second creature, she must first try to kill or release her last target.
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 with any living creature.
Rise of the Phoenix (Su)
At 18th level, a monk can bring an ally back from the dead as a full-round action, as the True Resurrection spell, so long as she reaches her dead ally within 5 rounds. This ability is usable once a month. If the monk herself dies without having used this ability in the last month, she rises up again in 1d4 rounds with a burst of flames that deals 2d6 fire damage per monk level in a 20 foot radius.
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.
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. Additionally, the monk gains damage reduction 10/magic and adamantine, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
This monk fix tries to help the monk in a number of ways. First, I raised the monk's BaB to full, giving him both an extra attack and a better attack bonus. Next, I allowed the monk to add his Flurry of Blows attacks to standard actions or charge attacks, but not to attacks of opportunity. Finally, to counterbalance this change, I kept the monk's first bonus attack at her full bonus but had her second attack be made at her second bonus. Keep in mind that this penalty on the second attack is not a full -5 penalty; the monk's full BaB means that her second attack is made at a higher bonus than before. By level 17, her second attack's bonus is as high as her first attack's bonus was before the change; earlier on, the penalty exists, but is relatively minor.
Additionally, I gave the monk a number of different bonuses to help her make the most of her abilities. Her movement bonuses are now better and stronger; a monk's slow fall functions as a full feather fall, and the levels where slow fall was once improved give the monk new bonuses, such as the ability to walk on walls or water, or the ability to balance on thin air. The monk's useful but rare abilities are now usable more often; the monk's unarmed attack is now more powerful and can overcome a greater range of damage reduction, and at high levels is treated as a Banishing weapon. The monk's DR capstone is made more useful, and the monk gains the ability to raise the dead or come back to life herself.
Following in the footsteps of Eberron's monastic training feats and the ranger's combat styles, every monk now belongs to a monastery, which grants her access to a range of bonus feats, new special monk weapons, and other abilities and bonuses. While the basic monk chassis grants mobility and survivability, it is my hope that the various monastic orders will direct the monk's offensive power.
Monk
The barbarian masters a certain combat style, using archaic weapons with such mastery that musketmen and halberdiers quake in their shiny metal boots. The fighter masters a group of weapons, learning to use them to their fullest extent and perfecting or inventing many forms in the process. The swashbuckler masters the art of striking without being struck, weaving through the battlefield like a shadow. These warriors are all true masters of their chosen form of combat, but their understanding of the art of war is dwarfed by the true mastery shown by the monk.
Perfection is essential to the monk. Their weapons are placed just where they need to be at just the right time to deliver the most devastating strikes; their bodies are bent in seemingly impossible forms to avoid retaliatory strikes. A monk's focus is so great that she can perform seemingly superhuman feats such as walking across water or even balancing on air, but the monk achieves these feats not through magic but through determination and skill.
Alignment
Varies (See below)
Hit Die
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.
Table: The Monk
http://img850.imageshack.us/img850/9605/zrsw.png
Class Features
All of the following are class features of the monk.
Weapon and Armor Proficiency
Monks are proficient with unarmed strikes, clubs, and quarterstaves, along with any monastic weapons.
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 1st level. This bonus increases by 1 at 5th level for every five monk levels thereafter (+3 at 10th, +4 at 15th, and +5 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 can make a flurry attack as a standard action or a full round action, or even as part of a charge. A monk may still only make one attack on an attack of opportunity.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (club or quarterstaff, along with monastic weapons). 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 × 1½ or ×½) 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.
Greater Flurry
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 second best base attack bonus.
Table: Small or Large Monk Unarmed Damage
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
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.
Monastic Training
At first level, a monk chooses a monastery from which she comes. Every monk belongs to one of several monasteries. Each monastery has a certain style of combat, granting proficiencies with a number of weapons (which are treated as special monk weapons for that monk) along with a number of other bonuses. These bonuses are improved or new bonuses are added at 5th,10th, 15th, and 20th level. See below for the various monasteries.
Bonus Feat
Each monastic training selection grants access to a number of bonus feats. A monk may choose one of these feats at 2nd level and again at 6th and 13th level. A monk may ignore prerequisites when selecting these feats.
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 1st 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. This bonus increases to +3 at 9th level and to +4 at 15th level.
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 weapons of her alignment on both the law-chaos and good-evil axis for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks may be treated as being made of any one material for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. The monk may change this material as a move action. At 19th level, her unarmed attacks count as Banishing weapons.
Slow Fall (Ex)
At 4th level or higher, a monk can position her body in ways that slow her fall and knows how to twist through the air so that she always lands on her feet. So long as she’s conscious and able to apply her dexterity bonus to AC, she is treated as being under the effect of the Feather Fall spell.
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases including supernatural and magical diseases.
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 her current monk level times her wisdom bonus each day, and she can spread this healing out among several uses.
Ki Walk (Ex)
At 8th level, a monk can combine her fast speed with precise placement of her feet. When moving at least 40 feet, a monk can walk across water or liquids of similar consistency and walk on walls or ceilings as if they were flat.
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.
Diamond Body (Su)
At 11th level, a monk gains immunity to poisons of all kinds.
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). At 16th level, she may do this twice a day. At 20th level, she may do this three times a day.
Ki Leap (Ex)
At 12th level, a monk has honed her mind and body and may use this ability to leap far into the air. She may take a double-move action to jump up to her move speed in any direction. She may use this ability as part of a charge. If the monk has at least 5 ranks in Jump, she may enhance her supernatural leaping ability with her natural juping skill. She may roll a jump check and add the result, rounded down to the nearest multiple of 5, to her jumping distance.
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 (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Balance on the Clouds (Su)
At 14th level, a monk’s balance is so perfect that she may walk upon thin air. A monk may fly up to a quarter of her speed with perfect maneuverability, but she is not able to ascend or descend. She may use other abilities, such as Ki Leap or simply falling, to rise or drop. A monk must have at least 15 ranks in Balance to use this ability.
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 per point of wisdom bonus, 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 + ½ 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. A monk may only have target who is affected by quivering palm at a time. If she wishes to affect a second creature, she must first try to kill or release her last target.
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 with any living creature.
Rise of the Phoenix (Su)
At 18th level, a monk can bring an ally back from the dead as a full-round action, as the True Resurrection spell, so long as she reaches her dead ally within 5 rounds. This ability is usable once a month. If the monk herself dies without having used this ability in the last month, she rises up again in 1d4 rounds with a burst of flames that deals 2d6 fire damage per monk level in a 20 foot radius.
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.
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. Additionally, the monk gains damage reduction 10/magic and adamantine, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.