|Table 1: The Elemental Slayer|
Flurry of Blows, Full
Flurry of Blows, Standard
|1st||+1||+2||+2||+0|| Bonus Feat, Stunning Fist, Road to Perfection|
| -2/-2 || 1d6 || +10ft || Slow Fall 10ft || +1 || 1|
|2nd||+2||+3||+3||+0|| Bonus Feat, Evasion|| |
| -1/-1 || 1d6 || +10ft || - || +1 || 2|
|3rd||+3||+3||+3||+1|| Courageous Example|| |
| -0/-0 || 1d8 || +20ft || - || +2 || 4|
|4th||+4||+4||+4||+1|| Ki-Strike (magic), Stunning Recovery (1 for 5)|| |
| +1/+1 || 1d8 || +20ft || Slow Fall 20ft || +2 || 6|
|5th||+5||+4||+4||+1|| Purity of Body, Dodging Maneuver|| |
| +2/+2 || 1d8 || +30ft || - || +3 || 8|
|6th||+6/+1||+5||+5||+2|| Bonus Feat|| |
| +3/+3/+3 || 1d10 || +30ft || Slow Fall 30ft || +3 || 10|
|7th||+7/+2||+5||+5||+2|| Wholeness of Body|| |
| +4/+4/+4 || 1d10 || +40ft || - || +4 || 12|
|8th||+8/+3||+6||+6||+2|| Weightless Step || |
| +5/+5/+5 || 1d10 || +40ft || Slow Fall 40ft || +4 || 14|
|9th||+9/+4||+6||+6||+3|| Improved Evasion, Tiger's Assault|| |
| +6/+6/+6 || 1d10 || +50ft || - || +5 || 16|
|10th||+10/+5||+7||+7||+3|| Ki-Strike (alignment), Dual Elemental || |
| +7/+7/+7 || +2d6 || +50ft|| Slow Fall 50ft || +5 || 18|
|11th||+11/+6/+1||+7||+7||+3|| Diamond Body || |
| +8/+8/+8/+8 || 2d6 || +60ft || - || +6 || 24|
|12th||+12/+7/+2||+8||+8||+4|| Abundant Step|| |
| +9/+9/+9/+9 || 2d6 || +60ft || Slow Fall 60ft ||+6 || 24|
|13th||+13/+8/+3||+8||+8||+4|| Diamond Soul|
| +10/+10/+10/+10 || 2d6 || +70ft || - || +7 || 28|
| || || || || || || || || || || || || |
|14th||+14/+9/+4||+9||+9||+4|| Bonus Feat, Thousand Fists, Stunning Recovery (1/2) || |
| +11/+11/+11/+11|| 2d8 || +70ft || Slow Fall 70ft || +7 || 28|
|15th||+15/+10/+5||+9||+9||+5|| Quivering Palm|
| +12/+12/+12/+12|| 2d8 || +80ft || - || +8 || 36|
|16th||+16/+11/+6/+1||+10||+10||+5|| Ki-Strike (adamantine), Spirit of Wind|| |
| +13/+13/+13/+13/+13|| 2d8 || +80ft || Slow Fall 80ft || +8 || 36|
|17th||+17/+12/+7/+2||+10||+10||+5|| Timeless Body, Tongue of the Sun and Moon || |
| +14/+14/+14/+14/+14|| 2d8 || +90ft || - || +9 || 36|
|18th||+18/+13/+8/+3||+11||+11||+6|| - || |
| +15/+15/+15/+15/+15 || 2d10 || +90ft || Slow Fall 90ft || +9 || 44|
|19th||+19/+14/+9/+4||+11||+11||+6|| Empty Body, Fist of the Tempest|| |
| +15/+15/+15/+15/+15 || 2d10 || +100ft || - || +10 || 44|
|20th||+20/+15/+10/+5||+12||+12||+6|| Perfect Self, Forbidden Sequence, Tri Elemental || |
| +15/+15/+15/+15/+15 || 2d10 || +100ft || Slow Fall -any- || +10 || 44|
Elemental Slayers aren't like the standard "Slayer" or the "Battle Dancer" they do not lean towards any particular alignment in general.
The Elemental Slayer’s (Refereed here after as simply the Slayer) 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:
(6 + Int modifier) × 4
Skill Points at Each Additional Level:
6 + Int modifier
Weapon and Armor Proficiency
Slayers are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, katana, wakizashi, and sling.
Slayers are not proficient with any shields, but are proficient with light armor.
When wearing heavier then light armor, using a shield, or carrying a medium or heavy load, a Slayer loses her AC bonus, as well as her fast movement and flurry of blows abilities.
An Elemental Slayer who wears Medium armor made to count as light still retains features. Should the Slayer gain Proficiency in Heavy armors, she can instead benefit normally from medium armor, meanwhile Heavy armor still restricts class features.
AC Bonus (Ex)
When in light armor and unencumbered, the Slayer gains the listed bonus to her AC, they don't however get Cha to AC like the CORE Slayer, instead they get Cha to they're Saves similar to a Paladin.
These bonuses to AC apply even against touch attacks or when the Slayer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor greater then light, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex)
When in light armor or less, or otherwise unencumbered, a Slayer may strike with a flurry of blows with her fists or select Slayer weapons. When doing so, she may make one extra attack in a round at her highest base attack bonus, catch is the restriction. Only select Slayer weapons can be used with a Flurry of Blows, including (But not limited to) Unarmed, the Shuriken, or the Sai. A Slayer must has two Flurries. One is usable as a Standard Action, the other as a Full Attack action, differences displayed on Table 1: The Elemental Slayer.
When using flurry of blows, a Slayer may attack only with unarmed strikes or with special Slayer weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special Slayer weapons interchangeably as desired. When using weapons as part of a flurry of blows, a Slayer 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 Slayer can’t use any weapon other than a special Slayer 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 Slayer may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a Slayer reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
When a Slayer reaches 10th level, her flurry of blows ability improves. In addition to two standard extra attacks she gets from flurry of blows, she gets a third extra attack at her full base attack bonus.
At 1st level, a Slayer gains Improved Unarmed Strike as a bonus feat. A Slayer’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Slayer may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Slayer striking unarmed. A Slayer may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Slayer’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 Slayer’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 Slayer also deals more damage with her unarmed strikes than a normal person would, as shown in the table. The unarmed damage given in the table is for Medium or smaller Slayers. A Small or smaller Slayer does not deal less damage than the amount given there with her unarmed attacks, while a Large Slayer still deals more damage this is due to the nature of how the Slayer goes about channeling inner power to deliver the blow, as such they are never penalized for small size on the unarmed damage (However, they're likely to have poor STR scores). In addition, the Slayer uses Charisma in place of wisdom for Slayer feats, or feats based off Stunning Fist.
Speed Boost (Ex):
Personal mastery and refinement of self lead to a purer, clean, smooth and most of all faster step. The table lists the Total boost to speed, which is untyped.
At first level, then again at second, sixth, and fourteenth levels, the Slayer gets a bonus feat taken from Fighter bonus feats or any feat mentioning Monk effects but may not be a fighter bonus feat. Meaning if Stunning Fist was not a Fighter Bonus feat, you could still obtain it.
You may take Slayer-specific feats regardless of BAB prerequisites. Monk Specific feats means any feat that has a special feature for a Monk.
In addition, to all Slayer-specific or Stunning fist related feats you replace Wis with Cha, and gains stunning fist uses equal to Twice they're class levels (rather then once, making it a more valid ability)
If Exalted feats are allowed in the game, a Slayer can take them for her bonus feats as well.
Road to Perfection (Ex)
Choose four abilities, at first level and every five levels thereafter (1st, 5th, 10th, 15th, 20th, and so on) the Slayer gains a +2 untyped bonus to the lowest of these four scores. If there is a tie, the Slayer chooses one. Alternatively, the Slayer can instead to give a +1 to two of the lowest scores instead of +2 to one.
Courageous Example (Ex)
A Slayer of 3rd level or higher gains immunity to fear and gets the Slippery Mind feature of similar to a rogue, allowing them to make a second save against a failed will save one round later at the same DC as the original effect.
In addition, a Slayer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All of the Slayer's allies within 30ft of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the Slayers charisma modifier. The Slayer can only use this ability, as a movement equivalent action, when she is within an opponents threatened area.
Stunning Recovery (Su):
At level 4, a Slayer can regenerate one stunning fist use every five rounds, or 30 seconds. She also gains Fast Healing 1, which doesn't stack with that gained later from Wholeness of Body as this is a lesser version of it.
Stunning Recovery lv 14: At level fourteen, this increases to regenerate one every two round.
Ki Strike (Su)
At 4th level, a Slayer’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic +1 weapons including when dealing damage to creatures with damage reduction. Ki strike improves with the character’s Slayer level.
At 10th level, her unarmed attacks are also treated as one of her alignments for the purpose of dealing damage to creatures with damage reduction (choose one, such as lawful or good for a lawful good Slayer) as well as being treated as a +2 weapon.
At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness as well as being treated as a +4 weapon and being aligned.
Note: This bonus is an actual +x, and adds its benefit accordingly to attack and damage rolls.
Slow Fall (Ex)
At 1th level and higher, a Slayer can slow her descent by focusing her ki to balance herself against the very air. When first using this ability, she takes damage as if the fall were 10 feet shorter than it actually is. The Slayer’s ability to slow her fall (that is, to reduce the effective distance of the fall) improves with her Slayer level until at 20th level she can slow her fall by any amount, even coming to a stand still at any point along the fall (she cannot however, move up, just move back down by releasing control)
Purity of Body (Ex)
At 5th level, a Slayer gains immunity to all diseases except for supernatural and magical diseases. She regenerates ability damage five times as fast, and can recover one point of ability drain per week.
Dodging Maneuver (Ex):
A 5th-level Slayer with 8 ranks in Tumble gains the ability to dodge her opponent's attacks with ease and finesse. She can use the Tumble skill to move at her normal speed without penalty, she can Tumble a distance up to her current speed.
Wholeness of Body (Ex)
At 7th level or higher, a Slayer gains fast healing 5 which stacks with other sources of fast healing as this is more of an amplification of natural healing rather then development of a new ability, as such if the Slayer already has, or again develops natural healing this amplification would carry through to stack.
The Elemental Slayer can forgo they're own healing to pass it on to another as long as she remains in contact with them by a touch. Each round the Slayer maintains this ki-healing she takes 5 points of nonlethal damage while the recipient gains 5 points of health back. Initiating this transfer costs a Stunning Fist use, should the connection break (By letting go, or getting separated) It costs another Stunning Fist to restart.
Weightless Step (Ex):
At level eight the Slayer moves with such grace, balance, and speed that she can run across the surface of liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The Slayer must being her movement on a stable, firm surface and have at least 11 ranks in Tumble.
Improved Evasion (Ex)
At 9th level, a Slayer’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 Slayer does not gain the benefit of improved evasion.
Tigers Assault (Ex):
A ninth level Slayer with 14 ranks in Tumble can assault her opponent with the ferocity of a tiger. When charging, may make a full attack rather then a standard attack as part of her charge, including use her flurry of blows.
Diamond Body (Su)
At 11th level, a Slayer gains immunity to poisons of all kinds, and is also immune to magical diseases or otherwise unnatural sicknesses. She also gains DR 5/magic, and natural armor bonus of 5.
Abundant Step (Su)
At 12th level or higher, a Slayer can slip magically between spaces. Usable 1/2 her charisma modifier times, and recoverable with but a 5minute rest, the Elemental Slayer can teleport to any empty spot within 400 ft. + 40 ft./level.
Diamond Soul (Ex)
At 13th level, a Slayer gains spell resistance equal to her current Slayer level + 11. In order to affect the Slayer with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Slayer’s spell resistance. She becomes immune to soul based effects, such as trap soul or magic jar. She can suppress or reactivate this resistance at will as a free action.
Thousand Fists (Su):
The Slayer's speed and mighty unarmed strikes combine to make her a fearsome opponent. She can step into an opponent's reach and confuse it with a series of feints and her flurry of blows, distracting it from other threats and capturing they're attention. A 14th-level Slayer with 17 ranks in Tumble can rain a series of false blows upon a foe hidden in with her Flurry of Blows attack. She must use the Tumble skill to enter her opponent's space without provoking an attack of opportunity. If she succeeds, she may then attack her opponent while in its space with her flurry. If at least one attack hits, her opponent takes a -5 penalty to AC and it cannot make attacks of opportunity until the start of the Slayer's next action. After the Slayer completes her attack, she enters a square of her choice adjacent to the target. Using Thousand Fists is a full attack action.
Quivering Palm (Su)
Starting at 15th level, a Slayer can set up vibrations within the body of another creature that can thereafter be fatal if the Slayer so desires. She can use this quivering palm attack once a day equal to the Slayers charisma modifier or by spending five stunning fist uses, and she must announce her intent before making her attack roll. Incorporeal creatures cannot be affected. Otherwise, if the Slayer strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the Slayer 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 Slayer level. To make such an attempt, the Slayer merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the Slayer’s level + the Slayer’s cha 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. Constructs, Plants, Oozes, and undead do not die instantly, they instead take 1d12 points of damage for every two Slayer levels.
Spirit of Wind (Su):
A 16th-level Slayer with 19 ranks in Tumble gains a fly speed equal to twice her base land speed with perfect maneuverability. If a flying Slayer charges an opponent below her, she gains a +4 bonus on attack rolls and a +2 bonus on damage in place of the normal benefits of charging. She may use her Tiger's Assault in conjunction with an aerial charge. She can maintain this flight only in fleeting moments, she must end the movement on some solid surface or fall, but she can gather enough Ki to push herself again in mid air, not needing to start the movement on a solid surface.
Redundant, but available none the less, the Slayer can now perform a Jump check any time in the middle of another jump check for a double jump. Essentially, use the first jump check to determine first height, then add the height from the second jump check to the total height reached.
Timeless Body (Ex)
Upon attaining 17th level, a Slayer 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. Unfortunately, she does not naturally gain benefits either. She needs not fear death by old age.
Tongue of the Sun and Moon (Ex)
A Slayer of 17th level or higher can speak with any living creature, gains the See in Dark ability as a devil.
Empty Body (Su)
At 19th level, a Slayer gains the ability to assume an ethereal state for 1 round per Slayer 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 Slayer level.
At 20th level, a Slayer becomes a magical creature. She is treated as an outsider rather than as a humanoid (or whatever the Slayer’s creature type was) when ever it will be beneficial to her.
Additionally, the Slayer gains damage reduction 10/epic, which allows her to ignore the first 10 points of damage from any attack made by an attack with less then an epic bonus. Unlike other outsiders, the Slayer can still be brought back from the dead as if she were a member of her previous creature type.
Forbidden Sequence (Su):
A 20th-level Slayer with 23 ranks in Tumble can perform a vicious, deadly sequence of maneuvers around her opponent. Before using this sequence, the Slayers selects a single target within 30 feet. As a standard action, the Slayer performs an elaborate sequence of precise forms that requires a DC 35 Tumble check to complete. If she succeeds, any time she makes a successful attack against her designated target she deals +5d6 points of damage, +5 to attack, +5 to her own dodge AC against said target. and In addition, any critical threat the Slayer makes against her designated target is automatically confirmed as a critical hit even as her threat range doubles.
The Slayer gains Stunning Fist for free at first level. Stunning fist is changed to provide 10 + Slayer level = uses per day + bonus uses per day if you have a high Charisma score, using the same table
used by psions to determine they're bonus power points per day.
Stunning Fist uses are recoverable with an hour of meditation, or an eight hour rest.
The Slayer gains Ki Element, the ability to focus Ki power into potent energy. Choose one of the four main energy types: Electric, Acid, Fire, or Cold. The Slayer can add the damage listed on the Table of the chosen energy damage to her melee attacks made with a Slayer weapon listed in Weapon Proficiency, if she chooses to include it (Free action). You can only add the damage once per round unless amplified, as shown in the upcoming options, but it ignores a number of energy resistance equal to one half your class levels.
Below are a list of options you have to Augment your Ki Element, multiple augmentations can be used at once but only one of each.
By spending one Stunning Fist use you can change the damage to 1d12 for every 8 damage listed,
or change total Ki Element damage to a single d6 for one round (useful at low levels)
or spend one stunning fist use to apply your energy resistance to an alternate energy of an incoming attack as an immediate action. If it has multiple energies you need to be resistant to, add one extra stunning fist cost per energy you wish to resist.
or deal your Ki Element damage at a range of 50ft +25ft/level, including unarmed damage in the form of concentrated force derived from your ki. Making this ranged attack is a standard action.
By spending two Stunning Fist uses the Slayer can deal 1d12 damage for every 8 damage listed at a range of 60ft +5ft for every point of Charisma modifier.
or add your character level to Ki Element damage.
or change the damage to 1d6 for every four damage listed.
or add Ki Element damage to a weapon not listed as a Slayer weapon for 5 rounds.
or by spending two stunning fist uses, you can add 1/2 your energy resistance again for one round.
or by spending two stunning fist uses, you can add your full Ki Element once more time per round. Can only use this trick once a round at most.
By spending Five stunning fist uses you can completely negate an attack your naturally resistant through by Ki Element's energy resistance, but not that from spending an extra point to gain temporary resistance against an incoming attack. To do that would cost Ten stunning fist uses.
Or you can make a normal Standard Action flurry as a Full Attack action, however it uses only Ki Element damage and not weapons, or unarmed damage, at a range of 60ft
Or you can attune a weapon that is not a Slayer Weapon to work with your Ki Element for 24 hours.
By spending five Stunning Fist uses, you can deal half your Ki Element damage with a ranged attack roll as if using your Standard Action flurry of blows. This is only your Ki Element damage, nothing extra. Range is 50ft +25ft/level.
These two can only be used once per day.
By expending at least
half your remaining Stunning Fist uses you can deal a extra damage as if each point starts from level 1, and each point raises that level by another one to a maximum of your level + 5.
So a twentieth level Slayer who expends all her Stunning Fist uses when she had ten left would deal her base of 44 damage + 18 damage (The damage of a tenth level Slayer's Ki Element), or she could have only spent five and anywhere between.
By spending half your Stunning Fist uses, you can add your Ki Element damage to each attack made with a Flurry of Blows. You can make this at ranged, and you do not need a ranged weapon. Just the pure concentrated force of your element without any weapon bonuses. This does not mean that you cannot use a weapon, just if you have no ranged weapons and need to hit at range, you can go without. Range is 50ft +25ft/level.
Your Ki Element never damages you, and grants resistances to the same element equal to your character level + your constitution modifier.
At this level, the Slayer can choose a new Energy Type for they're Ki Element, they must choose which to use at any given time, and cannot use both at the same time. however, switching is a free action. They may now also choose from: Sonic, Force.
At this level, the Slayer can choose a new Energy Type for they're Ki Element, they must choose which to use at any given time, and cannot use both at the same time. however, switching is a free action. They may now also choose from: Positive, Negative.
Note: Yes, Negative will heal undead and Positive will heal most others. However, the few that are effected by Positive as damage take x1.5 extra damage. (44 becoming 66)
fist of the tempest
The Slayer sends out a force of elemental energy. It deals 1d12 + 1d12 for every five points of damage your Ki Element deals round up, so at twentieth you would deal 10d12 damage.
Each die can be split up into any type from the following:
Fire, Cold, Electric, Acid, Sonic, Force, and even Bludgeoning and Slashing damages.
Using Fist of the Tempest takes a 1 round action to focus the energies and counts as a ninth level spell for determining Concentration saves. At the start of your next turn you release the Tempest which deals damage in a 60ft cone. Reflex save DC 19+Your Charisma modifier for half damage. Fist of the Tempest is usable a number of times per day equal to your Slayer level.
Alternate Class Features:
Replace the Armor Class bonus for Damage reduction as follows:
|Table 2: Durable Slayer|
|1 || 1/magic || 11 || 6/epic|
|2 || 1/magic || 12 || 6/-|
|3 || 2/magic || 13 || 7/-|
|4 || 2/+2 || 14 || 7/-|
|5 || 3/+2 || 15 || 8/-|
|6 || 3/+3 || 16 || 8/-|
|7 || 4/+3 || 17 || 9/-|
|8 || 4/+4 || 18 || 9/-|
|9 || 5/+4 || 19 || 10/-|
|10 || 5/epic || 20 || 10/-|
You manipulation over Ki, Chakra, and general Life essence itself is stronger in its connection to life, vitality, and healing.
: Ki Elements and Fist of the Tempest.
: gain healing and generally positive abilities.
| Table 3: Ki-Healing|
| Level || Effect || Level || Effect|
|2 || Ki-Cure || 10 || Ki-Raise|
|4 || Ki-Light || 15 || Ki-Heal|
|7 || Ki-Restoration || 20 || Ki-Resurrection |
: Cure wounds equal to 1d6/level.
: Create light cha mod x10 radius. Cha: 10-13, dim light. cha 14-16: average joe light. Cha 17-19: bright light Cha: 20+ blinding light.
You can willingly lessen the Radius or Intensity to a previous stage.
: You can recover 1 point of ability damage per point of cha mod you possess per day.
: As Raise Dead
. Full round action. 1/day per class levels hereafter (Previous levels don't count).
: As Heal. Standard action. 1/day per class levels hereafter.
Resurrection: As True Resurrection. 10 minutes time, 1/day.
Rather then many attacks, you prefer solid, singular blows.
: Flurry of Blows, Unarmed damage
: your unarmed damage is much higher.
|Table 4: The Thunder Fist|
| Level || Unarmed Damage|
|1-3 || 1d6|
|4-6 || 2d8|
|7-10 || 2d12|
|11-13 || 3d10|
|14-16 || 4d12|
|17-20 || 5d12|
In addition, you may choose if you wish to deal Slashing (chop moves) Piercing (jabs) or blunt (standard punches, ect) as you now have the force and Ki-power back up to perform pierces or slashes with your fists, and for roleplaying purposes you can use your hands, feet, ect as sharp or blunt instruments (Hammers, scissors...).
Nothing else of note at the moment.
- You can easily trade out Charisma back for Wisdom, relying on spiritual strength and intuition rather then wild force of personality.