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== Description ==
== Description ==
For the truly exemplary, martial skill transcends the battlefield it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.
For the truly exemplary, martial skill transcends the battlefield &mdash; it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.


'''Role:''' Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.
'''Role:''' Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Revision as of 19:31, 20 January 2019

It's called 'soap', and no, it won't hurt you, I promise.

Description

For the truly exemplary, martial skill transcends the battlefield — it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Alignment: Any lawful

Hit Die: d8

Starting Wealth: 250 gp

Skill Ranks per Level: 6 + Int modifier.

Recommended Ability Score Priority:

  • Wisdom: primary; used for to-hits, damage, AC, and Maneuver Defense.
  • Dexterity: secondary; used for to-hits, damage, and AC.
  • Constitution: tertiary; useful for improving your durability in close combat.
  • Intelligence: low priority.
  • Charisma: low priority.
  • Strength: low priority.

Favored Class: Monk

If the Monk class is your favored class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for level 1 in the Class Progression: Monk table, below.

Level BAB Fort Ref Will Base AC Base Maneuver Defense Class Bailiwick Linked Skill
Fav +0 +2 +2 +2 10 10 Reason Knowledge (Logic)

Class Progression: Monk

Level BAB Fort Ref Will Echoing Strike Flurry of Blows Unarmed Damage Ki Bonus Fast Movement Special
1st +0 +0 +0 +0 -2/-2 -2/-2 1d6 0 +0 ft. Body Hardening, Flurry of Blows, Rattling Fist, Versatile Attack, Unarmed Strike
2nd +1 +1 +1 +1 -1/-1 -1/-1 1d6 0 +0 ft. Bonus Feat, Evasion
3rd +1 +0 +0 +0 +0/+0 +0/+0 1d8 0 +10 ft. Fast Movement, Maneuver Training, Still Mind
4th +1 +1 +1 +1 +1/+1 +1/+1 1d8 1 +10 ft. Ki Pool (magic), Slow Fall (20 ft.)
5th +0 +0 +0 +0 +2/+2 +2/+2 2d6 1 +10 ft. High Jump, Purity of Body
6th +1 +1 +1 +1 +3/+3 +3/+3 2d6 1 +20 ft. Bonus Feat, Slow Fall (30 ft.)
7th +1 +0 +0 +0 +4/+4 +4/+4 2d8 1 +20 ft. Ki Pool (cold iron and silver), Wholeness of Body
8th +1 +1 +1 +1 +5/+5 +5/+5/+0/+0 2d8 2 +20 ft. Slow Fall (40 ft.)
9th +0 +0 +0 +0 +6/+6 +6/+6/+1/+1 3d6 2 +30 ft. Improved Evasion
10th +1 +1 +1 +1 +7/+7 +7/+7/+2/+2 3d6 2 +30 ft. Bonus Feat, Ki Pool (lawful), Slow Fall (50 ft.)
11th +1 +0 +0 +0 +8/+8 +8/+8/+3/+3 3d8 2 +30 ft. Diamond Body
12th +1 +1 +1 +1 +9/+9 +9/+9/+4/+4 3d8 3 +40 ft. Abundant Step, Slow Fall (60 ft.)
13th +0 +0 +0 +0 +9/+9 +9/+9/+4/+4 4d6 3 +40 ft. Diamond Soul
14th +1 +1 +1 +1 +10/+10 +10/+10/+5/+5 4d6 3 +40 ft. Bonus Feat, Slow Fall (70 ft.)
15th +1 +0 +0 +0 +11/+11 +11/+11/+6/+6/+1/+1 4d8 3 +50 ft. Quivering Palm
16th +1 +1 +1 +1 +12/+12 +12/+12/+7/+7/+2/+2 4d8 4 +50 ft. Ki Strike (Adamantine), Slow Fall (80 ft.)
17th +0 +0 +0 +0 +12/+12 +12/+12/+7/+7/+2/+2 6d6 4 +50 ft. Timeless Body, Tongue of the Sun and the Moon
18th +1 +1 +1 +1 +13/+13 +13/+13/+8/+8/+3/+3 6d6 4 +60 ft. Bonus Feat, Slow Fall (90 ft.)
19th +1 +0 +0 +0 +14/+14 +14/+14/+9/+9/+4/+4 5d8 4 +60 ft. Empty Body
20th +1 +1 +1 +1 +15/+15 +15/+15/+10/+10/+5/+5 5d8 5 +60 ft. Perfect Self, Slow Fall (any distance)
Level BAB Fort Refl Will Echoing Strike Flurry of Blows Unarmed Damage Ki Bonus Fast Movement Special
21st +1 +1 +1 +1 +16/+16 +16/+16/+11/+11/+6/+6 6d8 5 +70 ft. Paragon of Inner Strength, The Willow Bends
22nd +0 +0 +0 +0 +16/+16 +16/+16/+11/+11/+6/+6 6d8 5 +70 ft. Wholeness of Spirit
23rd +1 +1 +1 +1 +17/+17 +17/+17/+12/+12/+7/+7 5d10 5 +70 ft. Transcendant Grace
24th +0 +0 +0 +0 +17/+17 +17/+17/+12/+12/+7/+7 5d10 6 +80 ft. Dancing Step
25th +1 +1 +1 +1 +18/+18 +18/+18/+13/+13/+8/+8 7d8 6 +80 ft. Warrior of the Spirit
26th +0 +0 +0 +0 +18/+18 +18/+18/+13/+13/+8/+8 7d8 6 +80 ft. Ascetic
27th +1 +1 +1 +1 +19/+19 +19/+19/+14/+14/+9/+9 6d10 6 +90 ft. The Wellspring
28th +0 +0 +0 +0 +19/+19 +19/+19/+14/+14/+9/+9 6d10 7 +90 ft. Grand Master
29th +1 +1 +1 +1 +20/+20 +20/+20/+15/+15/+10/+10 8d8 7 +90 ft. Iron Fist
30th +0 +0 +0 +0 +20/+20 +20/+20/+15/+15/+10/+10 8d8 7 +100 ft. Ki Strike
31st +1 +1 +1 +1 +21/+21 +21/+21/+16/+16/+11/+11 7d10 7 +100 ft. Divine Ascetic
32nd +0 +0 +0 +0 +21/+21 +21/+21/+16/+16/+11/+11 7d10 8 +100 ft. Three Inch Punch
33rd +1 +1 +1 +1 +22/+22 +22/+22/+17/+17/+12/+12 8d10 8 +110 ft. Body Over Mind
34th +0 +0 +0 +0 +22/+22 +22/+22/+17/+17/+12/+12 8d10 8 +110 ft. Enlightened
35th +1 +1 +1 +1 +23/+23 +23/+23/+18/+18/+13/+13 7d12 8 +110 ft. Five Point Exploding Palm Strike
36th Apotheosis!

Class Features

Weapon Proficiency

Monks are proficient with brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Of these proficiencies, brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, siangham and temple sword are considered to be special Monk Weapons (see below).

Armor and Shield Proficiency

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 the use of many of her abilities.

Natural Talent (Ex)

At 1st level, all characters receive two natural Natural Talent skills: one in their bailiwick skill, and one in any other skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.

All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement.

Body Hardening (Ex)

Beginning at 1st level, when unarmored and unencumbered, the monk adds her Wisdom modifier (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 4th level. This bonus improves as the monk gains additional levels, as shown under "Ki Bonus" on Class Progression: Monk, to a maximum of +8 at level 32. These bonuses to AC are also applied to the monk's Touch and Flat-Footed AC's.

Furthermore, when calculating Maneuver Defense, the monk may use her WIS modifier in place of her STR modifier.

The monk loses these bonuses any time she wears any armor (i.e. gains an armor bonus to AC), when she carries a shield (i.e. gains a shield bonus to AC), or when she carries a medium or heavy load.

Versatile Attack (Ex)

Beginning at 1st level, the monk may use her DEX modifier instead of STR for attack and damage rolls for unarmed attacks or monk weapons.

Unarmed Attack

At 1st level, a monk gains Unarmed Strike, Improved (Feat) as a bonus feat. A monk's unarmed attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes even if her hands are 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 (or Dex bonus, see Versatile Attack) on damage rolls for all her unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but she can choose to deal Non-Lethal Damage instead with no penalty on her attack rolls. She has the same choice to deal lethal or Non-Lethal Damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown above on Class Progression: Monk. All Monks, regardless of size, do the same damage with their blows. Smaller Monks are hitting more sensitive spots, larger Monks hit harder but the impacts are spread out more. It all balances out!

Flurry of Blows (Ex)

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so she may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (brass knuckles, cestus, club, dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, siangham and temple sword) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat).

Attacks made with Flurry of Blows are made at a -2 penalty to hit, though this penalty decreases to -1 at 5th level, and goes away entirely at 9th level. This penalty is applied instead of any two-weapon fighting penalties. The monk never takes two-weapon fighting penalties when using unarmed strikes or special monk weapons.

At 8th level, the monk can make two additional attacks using flurry of blows as a full attack action, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows as a full attack action, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies either his full Strength bonus or full Dexterity bonus (see Versatile Attack) to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute Disarm, Sunder, and Trip combat maneuvers for unarmed attacks as part of a flurry of blows, although only one such maneuver of each type may be used per round, as for all combat maneuvers. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Echoing Strike (Ex)

Beginning at 1st level, the Monk may make an additional attack when he attacks using a standard action. This echoing strike follows all availability rules of Flurry of Blows, namely, unarmed attacks or special monk weapons only. Echoing Strike also suffers the same to-hit penalties as Flurry of Blows. (See table above.)

The monk may also use Echoing Strike as an opportunity attack, or any other occasion when he could make a bonus melee attack.

Monk Weapons and Unarmed Attacks

A Monk who is using unarmed attacks to fight may hold items ready for use in one or both hands. A common thing to hold is a flask of alcohol for all those Drunken Masters out there. Somewhat less poetic is the practice of holding a potion in each hand ready for consumption.

A Monk who is using a Monk weapon may use that weapon to deal damage with all attacks made in a Flurry of Blows or Echoing Strike. When a Monk is wielding a weapon with one or both hands, that hand is not available to hold another item. A Monk who is wielding a single Monk Weapon may make all the attacks possible in a Flurry of Blows with that single weapon no matter if it is a light weapon, a 1-handed weapon, or a 2-handed weapon. If a Monk chooses to use two Monk weapons they take no penalties for doing so beyond the normal penalties for Flurry of Blows or Echoing Strike.

When attacking using Flurry of Blows or Echoing Strike, while wielding a Monk Weapon, the normal Unarmed damage from the Monk Table above is replaced by the weapon damage of the weapon being wielded. This includes magic enhancement bonuses, increases in base weapon damage due to high level, and the effects of any magic weapon properties.

A Monk who is fighting with a nunchaku, a 1-hand Monk weapon, or a 2-hand Monk weapon that they are wielding with both hands may apply 1.5 times either their Str or Dex mod as damage, but do NOT increase their Wis mod to damage due to how many hands they are using on their weapon. A Monk may release and/or regrip their weapon between each attack when using Flurry of Blows or Echoing Strike. Doing so changes the damage they do with each strike and is generally a headache to keep track of, so this practice is not encouraged, no matter how cool it looks.

A Monk using a light or 1-handed Monk weapon with one hand may pass it from hand-to-hand between attacks when using Flurry of Blows or Echoing Strike. Mechanically this has no effect in-game, but it looks so darn cool we include it here for sheer awesome.

None of these benefits accrue when using any other weapon. If a Monk chooses to take a proficiency with a non-Monk weapon, they fight according to the rules for their base BAB.

Rattling Fist (Ex)

At 1st level, the monk gains Rattling Fist (Feat) as a bonus feat, even if she does not meet the prerequisites. The monk may attempt a Rattling Fist (Feat) attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.

Evasion (Ex)

Beginning at 2nd level, a monk can avoid even magical and unusual attacks with great agility. Any attack, spell, or effect that deals damage and offers a Reflex-based saving throw can be mitigated with this ability. If the monk succeeds on their saving throw, the effect deals only one-quarter (¼) damage. Furthermore, even if the monk fails their Reflex saving throw, they take only three-quarters (¾) damage from the effect.

Evasion does not provide any protection against non-damaging effects or status conditions caused by the attack, it only reduces the damage portion of the attack. Evasion can only be used in circumstances where the monk is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

Bonus Feat

At 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard (Feat), Combat Reflexes (Feat), Deflect Arrows (Feat), Dodge (Feat), Grapple, Improved (Feat), Scorpion Style (Feat), and Throw Anything (Feat).

At 6th level, the following feats are added to the list:

Gorgon's Fist (Feat), Bull Rush, Improved (Feat), Disarm, Improved (Feat), Feint, Improved (Feat), Trip, Improved (Feat), and Mobility (Feat).

At 10th level, the following feats are added to the list:

Critical, Improved (Feat), Medusa's Wrath (Feat), Snatch Arrows (Feat), and Spring Attack (Feat).

A monk need not have any of the prerequisites normally required for these feats to select them.

Fast Movement (Ex)

Beginning at 3rd level, a monk gains an enhancement bonus to her land speed, as shown on Class Progression: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)

At 3rd level, a monk may use their unarmed strike damage as the base damage of any combat maneuver they successfully perform, even if they are using a Monk Weapon at the time. They still gain the use of any enhancement bonuses or weapon qualities of the weapon being used.

Still Mind (Ex)

Beginning at 3rd level, the monk adds her WIS modifier as a bonus to her attack and damage rolls when attacking unarmed or using monk weapons. This applies to all qualifying attacks, including Echoing Strike and Flurry of Blows. Additionally, any time a monk of 3rd level or higher must make a Will save, she rolls 2d20 and chooses the best result.

Ki Pool (Su)

At 4th level, a monk gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 her monk level (dropping fractions) + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she can make a ki strike.

  • At 4th level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage resistance. Ki strike improves with the character's monk level.
  • At 7th level, her unarmed attacks are also treated as cold iron and silver weapons for the purpose of overcoming damage resistance.
  • At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage resistance.
  • At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage resistance.

By spending 1 point from his ki pool, a monk can do one of the following, once per round:

  • Make one additional attack at her highest attack bonus when making a flurry of blows attack, or
  • Increase her speed by 20 feet for 1 round, or
  • Give herself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

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 gaining 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 as detailed in Class Progression: Monk above, until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

High Jump (Ex)

At 5th level, a monk adds a +2 training bonus to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. This bonus improves to +3 at Monk level 13, +4 at Monk level 21, and +5 at Monk level 29. In addition, she always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from her ki pool as a swift action, a monk gains a +4 circumstance bonus on Acrobatics checks made to jump until the start of her next turn.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases. Note that this does not overcome Mummy Rot, though if the monk is afflicted with it, it can be removed with a Remove Curse only, instead of requiring both a Remove Curse and a Cure Disease.

Wholeness of Body (Su)

At 7th level or higher, monks can heal their own wounds as a standard action. They can heal a number of hit points of damage equal to their monk level by using 2 points from their ki pool.

Improved Evasion (Ex)

Beginning at 9th level, a monk with this class feature improves their ability to avoid magical and unusual attacks. On any attack, spell, or effect that deals damage and permits a Reflex saving throw, the monk takes no damage on a successful save, and only half (½) damage on a failed save.

Improved evasion does not provide any protection against non-damaging effects or status conditions caused by the effect, it only reduces the damage portion of the attack. Improved evasion can only be used in circumstances where the monk is aware of the attack, is not using a shield or wearing heavy armor, and is not carrying a medium or heavier load.

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. Using this ability is a move action that consumes 2 points from the monk's ki pool. The monk's caster level for this effect is equal to their monk level. They cannot take other creatures with them when they use this ability. Using abundant step does not end the monk's turn for the round.

Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to his Maneuver Defense. Lowering this spell resistance is a standard action for the monk.

Quivering Palm (Su)

Starting at 15th level, a monk can set up vibrations within the body of another creature that tears muscles and dislocates bones. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully, the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), or it takes 10 points of damage per class level of the Monk. If the saving throw is successful, the attack still does half damage. This attack cannot be combined with other abilities such as Rattling Fist, but it may be used as part of a full attack action or as part of an Echoing Strike.

Timeless Body (Ex)

At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature. This ability does not count as a language, and gives the monk no capability in any language, especially the secret ones like Druidic or Sphinx. The monk's enlightenment conveys meaning and understanding through utter purity of spirit, bypassing language completely. Handy trick, and very frustrating to Linguists.

Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.

Perfect Self (Su)

At 20th level, a monk becomes a magical creature. He is forevermore treated as a native outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Additionally, the monk gains Damage Resistance (DR) 10/common and DR 10/uncommon.

Paragon of Inner Strength (Ex)

The monk has perfected his inner strength. Each level of monk above 20th adds 1 ki point to his ki pool when determining the size of his ki pool (Example: If a 25th level Monk has a Wisdom modifier of +13, he would have 28 ki points, 10 for levels 1-20, 5 for five levels above 20th, and 13 for the high Wisdom score).

Quivering Palm (Su)

At 21st level a monk may use the quivering palm ability one additional time per day. Note that the monk may only use this ability once per round. At 25th, 29th, and 33rd level, a monk gains an additional use of Quivering palm per day.

The Willow Bends (Ex)

At 21st level, the monk may spend 5 ki to use Echoing Strike as a Move action. This may be used up to twice a round.

Wholeness of Spirit (Su)

Starting at 22nd level the monk can apply the benefit of the Paladin's cleanse class feature to themselves each time they use Wholeness of Body. This status-curing effect is in addition to the healing ability of the Wholeness of Body ability. Even more amazing, for an additional cost of 2 ki the monk may use this ability on others. Namely, the monk may heal themselves for 2 ki or another person for 4 ki.

Transcendent Grace (Ex)

At 23rd level the Monk may assume an ethereal state at will as if using the spell ethereal jaunt. Using this ability is a swift action that consumes 3 points from his ki pool. Sustaining Transcendent Grace costs 1 ki point per round of combat or 1 ki point per minute out of combat. Sustaining Transcendent Grace is a free action. This ability only affects the monk and cannot be used to make other creatures ethereal.

Dancing Step (Ex)

Beginning at 24th level the Monk may use his Reflex save instead of any other save required for the cost of 1 ki point. In addition, for the cost of 5 ki, the Monk may Move up to one half his normal Move as a swift action. Using ki this way is not considered a Move action, but this movement still provokes as normal movement.

Warrior of the Spirit (Su)

When the monk reaches 25th level the DR provided by perfect self improves to DR 12/common and DR 12/uncommon. At 29th level it becomes DR 14/common and DR 14/uncommon, and at 33rd level it improves again to DR 16/common and DR 16/uncommon.

Ascetic(Su)

At 26th level the Monk no longer needs to eat, drink, sleep, or breathe, although he still may if he wants to. His maximum age is increased by his Monk level x his Wisdom modifier. Combining Ascetic with the 'Tongue of the Sun and Moon' ability means the monk can talk to you without using his mouth or breathing, which is both awesome and creepy.

The Wellspring (Su)

At 27th level, the monk's physical perfection allows him to draw ever deeper on his source of ki. He gains an additional number of points in his ki pool equal to his Dexterity modifier. This is in addition to the ki points granted by the ki pool class feature.

Grand Master (Su)

At 28th level the Monk no longer needs to spend Ki points on any of the abilities granted by his Ki Pool power, instead activating them at will with a swift action for each. He may now spend 5 Ki points to make a Full Attack using only a Standard action. Lastly, he no longer needs to be within arms reach of a wall to activate his Slow Fall ability. The Monk simply glides safely to the ground, even in open air.

Iron Fist(Ex)

At 29th level the Monk masters the Iron Fist. His Unarmed Strike damage is treated as if having the Keen special property, adding 1 to his threat range. This Iron Fist bonus will stack with all other adders to the threat range, including Keen.

Ki Strike (Su)

At 30th level the Monk is able to hurl his ki outside his body. By spending 1 Ki point per attack, the Monk can project his Unarmed Strikes as ranged touch attacks with a range of Close (25 feet + 5 feet per level). The Monk adds his Wisdom modifier to the damage in addition to all his other modifiers. He can do this in place of a normal Unarmed attack, or as part of a Full Attack, assuming he has the ki points to spend. How these attacks look are left to the player and referee, but we urge you, please strive to be tasteful. In particular, shouting 'HADOKEN' or 'KAMEHAMEHA' when this ability is used is discouraged, as it grows tiresome quickly. Just...trust us.

Divine Ascetic (Su)

At 31st level the Monk can spend 1 Ki point to render himself effectively weightless and gain a +20 on Acrobatics checks made to balance for 1 round. So long as the Monk moves at least 30 feet each round, he can move across water as if it were solid ground and run on walls and ceilings as if he were under the effect of a spider climb spell. When moving on walls or ceilings, he must end his movement each round on level ground or begin floating downward under the effects of his Slow Fall ability. As always, you may use magical means to stick to the wall or ceiling.

Three Inch Punch (Ex)

At 32nd level the Monk masters the ultimate close combat attack. The Monk may use a full Flurry of Blows attack any time he is in control of a grapple, or while squeezing, while underwater, or in any other condition when he would normally be hindered, without penalty.

Body over Mind (Su)

At 33rd level the Monk can accomplish seemingly magical feats through physical perfection. By spending 5 Ki points, the Monk can act as if Hasted for 1 round. By spending 10 Ki points, he accomplishes the truly magical, enabling him to duplicate a Time Stop effect. Unlike the Time Stop spell this does not slow down other creatures, the Monk is simply moving supernaturally fast.

Enlightened (Su)

At 34th level the Monk's prowess improves, providing a +20 perfection bonus on all Acrobatics checks. His Wholeness of Body and Wholeness of Spirit powers have their ki cost reduced by one, so that healing himself costs 1 ki and healing others costs 3 ki.

Five Point Exploding Palm Strike (Su)

At 35th level, the Monk gains the ultimate attack. In this fearsome ability, the monk expends all five of his daily uses of Quivering Palm in a single, overwhelming, death strike. The Fort saving throw DC is 10 + Monk level + Wisdom. If the target fails the save, it acquires the Unconscious status condition and its hit points drop to -10. If it makes its save, it acquires the Bloodied condition and immediately drops to half its total hit points. If the target already has the Bloodied condition and makes its save, this power has no effect. Timing is everything.