Monk: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
Line 378: Line 378:


====Flower Master (Ex)====
====Flower Master (Ex)====
At 21st level, the monk may spend 5 chi to use Echoing Strikes as a Move action.  This may be used up to twice a round.
At 21st level, the monk may spend 5 chi to use Echoing Strike as a Move action.  This may be used up to twice a round.
 
 


====Wholeness of Spirit (Su)====
====Wholeness of Spirit (Su)====

Revision as of 00:04, 9 October 2014

Go back to the Epic Path page.


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

Description

Monks? Really? Oriental martial artists in a fake-medieval European game? Who the hell thought this was a good idea?

Well, after thirty-plus years, I guess we have to admit that it was a pretty damn good idea. Something about a pajama-wearing scion of civilization and gentility having to work with a pack of unwashed and illiterate brutes and brutettes is just hilarious and awesome.

Plus, let's admit it, we ALL make Bruce Lee noises when the monk runs a hundred feet in one go and Judo-throws an Ogre so hard his eyes fly out.

So, here's the new and improved Monk. He's not afraid of anybody when it comes to damage output, and he's still got all those crazily out-of-place touches that make the monk so completely fun as a fish out of water. But that's one seriously awesome fish!

Give the new monk a try! It's everything you want, and a free eggroll!


Alignment: Any lawful

Hit Die: d8

Starting Wealth: 1d6 × 10 gp (average: 35 gp)

Class Skills: The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Reason (Special), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.


Table: Monk

Level BAB Fort Refl Will Echoing Strike Flurry of Blows Unarmed Damage Ki Bonus Fast Movement Special
1st +0 2 2 2 -2/-2 -2/-2 1d6 0 +0 ft. Body Hardening, Bonus Feat, Flurry of Blows, Rattling Fist, Unarmed Strike
2nd +1 3 3 3 -1/-1 -1/-1 1d6 0 +0 ft. Bonus Feat, Evasion, Versatile Attack
3rd +2 3 3 3 +0/+0 +0/+0 1d8 0 +10 ft. Fast Movement, Maneuver Training, Still Mind
4th +3 4 4 4 +1/+1 +1/+1 1d8 1 +10 ft. Ki Pool (magic), Slow Fall (20 ft.)
5th +3 4 4 4 +2/+2 +2/+2 2d6 1 +10 ft. High Jump, Purity of Body
6th +4 5 5 5 +3/+3 +3/+3 2d6 1 +20 ft. Bonus Feat, Slow Fall (30 ft.)
7th +5 5 5 5 +4/+4 +4/+4 2d8 1 +20 ft. Ki Pool (cold iron and silver), Wholeness of Body
8th +6/+1 6 6 6 +5/+5 +5/+5/+0/+0 2d8 2 +20 ft. Slow Fall (40 ft.)
9th +6/+1 6 6 6 +6/+6 +6/+6/+1/+1 3d6 2 +30 ft. Improved Evasion
10th +7/+2 7 7 7 +7/+7 +7/+7/+2/+2 3d6 2 +30 ft. Bonus Feat, Ki Pool (lawful), Slow Fall (50 ft.)
11th +8/+3 7 7 7 +8/+8 +8/+8/+3/+3 3d8 2 +30 ft. Diamond Body
12th +9/+4 8 8 8 +9/+9 +9/+9/+4/+4 3d8 3 +40 ft. Abundant Step, Slow Fall (60 ft.)
13th +9/+4 8 8 8 +9/+9 +9/+9/+4/+4 4d6 3 +40 ft. Diamond Soul
14th +10/+5 9 9 9 +10/+10 +10/+10/+5/+5 4d6 3 +40 ft. Bonus Feat, Slow Fall (70 ft.)
15th +11/+6/+1 9 9 9 +11/+11 +11/+11/+6/+6/+1/+1 4d8 3 +50 ft. Quivering Palm
16th +12/+7/+2 10 10 10 +12/+12 +12/+12/+7/+7/+2/+2 4d8 4 +50 ft. Ki Strike (Adamantine), Slow Fall (80 ft.)
17th +12/+7/+2 10 10 10 +12/+12 +12/+12/+7/+7/+2/+2 6d6 4 +50 ft. Timeless Body, Tongue of the Sun and the Moon
18th +13/+8/+3 11 11 11 +13/+13 +13/+13/+8/+8/+3/+3 6d6 4 +60 ft. Bonus Feat, Slow Fall (90 ft.)
19th +14/+9/+4 11 11 11 +14/+14 +14/+14/+9/+9/+4/+4 5d8 4 +60 ft. Empty Body
20th +15/+10/+5 12 12 12 +15/+15 +15/+15/+10/+10/+5/+5 5d8 5 +60 ft. Perfect Self, Slow Fall (any distance)


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.


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 his abilities.


Body Hardening (Ex)

Beginning at 1st level, when unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases every 4 levels thereafter, to a total of +5 at level 20, as shown under "Ki Bonus" on Table: Monk.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.


Versatile Attack (Ex)

Beginning at level 2, the monk may use his DEX modifier instead of STR for attack and damage rolls for unarmed attacks or monk weapons. The monk also uses the better of the two for his CMB. In addition, a monk gains a +1 bonus to CMB at 4th level. This bonus increases every 4 levels thereafter, to a total of +5 at level 20, as shown under "Ki Bonus" on Table: Monk.

Bonus Feat

At 1st level, 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, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

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

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

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

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

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


Unarmed Attack

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus (or Dex bonus, see Versatile Attack) on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal 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 his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Table: Small or Large Monk Unarmed Damage

Level Damage (Small monk) Damage (Large monk)
1st–2nd 1d4 1d8
3rd-4th 1d6 2d6
5th–6th 1d8 2d8
7th-8th 2d6 3d6
9th–10th 2d8 3d8
11th–12th 3d6 4d6
13th–14th 3d8 4d8
15th-16th 4d6 6d6
17th-18th 4d8 5d8
19th-20th 6d6 7d6


Flurry of Blows (ex)

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat).

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. 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.

Rattling Fist (Ex)

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


Evasion (Ex)

At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he 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)

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


Maneuver Training (Ex)

At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus(CMB). Base attack bonuses granted from other classes are unaffected and are added normally.


Still Mind (Ex)

Beginning at 3rd level, the monk adds his WIS modifier as a bonus to his attack and damage rolls when attacking unarmed or using monk weapons. Additionally, any time a monk of 3rd level or higher must make a Will save, he rolls 2d20 and chooses the best result.


Ki Pool (Su)

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

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

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

  • Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
  • Increase his speed by 20 feet for 1 round, or
  • Give himself 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 his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level (how?) until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.


High Jump (Ex)

At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.


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, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.


Improved Evasion (Ex)

At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he 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. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.


Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to his 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. 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 has no effect. 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. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a non-chaotic 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 he were a member of his previous creature type.


Monk Example Build

For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build. Note: This is not a suggested build. Heck, it's probably even not very good. But what it WILL do is let you play without hours of investment, and it will perform more than adequately. If you want to tweak, feel free!

Human, base stats: Str 10, Dex 18, Con 14, int 14, Wis 16, Chr 8.

Example Feats

1st Level: Combat Expertise, Weapon Focus, Unarmed. Use that high Int to unlock Combat Expertise, and get better at the hop-choppy goodness.

3rd Level: Vicious Stomp. If things happen to fall down next to you, you can use an unarmed attack on them as an attack of Opportunity. USE ECHOING STRIKE.

5th Level: Swift Aid. This gives you a little minor 'buff my party' ability. It's neat, use it.

7th Level: Fury's Fall. You get Improved Trip as a freebie this level, and then this jewel allows you to add your Dex to CMB. So, you are VERY good at trips, and when they become prone, you can use an unarmed attack on them because of vicious stomp. But wait, it's just getting started....

9th Level: Greater Trip. So, you trip them with a billion bonuses. As they fall, you use an unarmed attack on them. And when they land, you vicious stomp them. Horrifying. But no, we're not done yet with this gravy train.

11th Level: Improved Bull Rush. Brush your foes out of your path like cherry blossom petals. Or some other flowery phrase. This also unlocks enhanced ki throw for later.

13th Level: Enhanced Ki Throw. Okay. Here it is. You Ki throw an ogre. As he falls, you hit him with an unarmed attack via Greater Trip. When he hits the ground, you hit him with an unarmed attack via Ki Throw. And since he's prone, you then Vicious Stomp him. One trip, three full BAB attacks. GLEE!

15th Level: Improved Grapple. Because wrestling an unarmed specialist is never a good idea, ever.

17th Level: Jawbreaker. Bite attacks? NOPE.

19th Level: Bonebreaker. This is just ugly, man. UGLY.


Epic Monk

Table: Epic Monk

Level BAB Fort Refl Will Echoing Strike Flurry of Blows Unarmed Damage Ki Bonus Fast Movement Special
21st +15/+10/+5 +13 +13 +13 +15/+15 +15/+15/+10/+10/+5/+5 6d8 5 +70 ft. Paragon of Inner Strength, Flower Master
22nd +16/+11/+6 +13 +13 +13 +16/+16 +16/+16/+11/+11/+6/+6 6d8 5 +70 ft. Wholeness of Spirit
23rd +16/+11/+6 +14 +14 +14 +16/+16 +16/+16/+11/+11/+6/+6 5d10 5 +70 ft. Transcendant Grace
24th +17/+12/+7 +14 +14 +14 +17/+17 +17/+17/+12/+12/+7/+7 5d10 6 +80 ft. Dancing Step
25th +17/+12/+7 +15 +15 +15 +17/+17 +17/+17/+12/+12/+7/+7 7d8 6 +80 ft. Warrior of the Spirit
26th +18/+13/+8 +15 +15 +15 +18/+18 +18/+18/+13/+13/+8/+8 7d8 6 +80 ft. Ascetic
27th +18/+13/+8 +16 +16 +16 +18/+18 +18/+18/+13/+13/+8/+8 6d10 6 +90 ft. The Wellspring
28th +19/+14/+9 +16 +16 +16 +19/+19 +19/+19/+14/+14/+9/+9 6d10 7 +90 ft. Grand Master
29th +19/+14/+9 +17 +17 +17 +19/+19 +19/+19/+14/+14/+9/+9 8d8 7 +90 ft. Iron Fist
30th +20/+15/+10 +17 +17 +17 +20/+20 +20/+20/+15/+15/+10/+10 8d8 7 +100 ft. Ki Strike
31st +20/+15/+10 +18 +18 +18 +20/+20 +20/+20/+15/+15/+10/+10 7d10 7 +100 ft. Divine Ascetic
32nd +21/+16/+11 +18 +18 +18 +21/+21 +21/+21/+16/+16/+11/+11 7d10 8 +100 ft. Three Inch Punch
33rd +21/+16/+11 +19 +19 +19 +21/+21 +21/+21/+16/+16/+11/+11 8d10 8 +110 ft. Body Over Mind
34th +22/+17/+12 +19 +19 +19 +22/+22 +22/+22/+17/+17/+12/+12 8d10 8 +110 ft. Enlightened
35th +23/+18/+13 +20 +20 +20 +23/+23 +23/+23/+18/+18/+13/+13 7d12 8 +110 ft. Five Point Exploding Palm Strike
36th Apotheosis!

Epic Class Abilities

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.


Flower Master (Ex)

At 21st level, the monk may spend 5 chi 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 now heal additional effects using his Wholeness of Body ability. He gains the Paladin’s Mercy class feature. The Monk can immediately choose one status from the Paladins 3rd or 6th level mercies, may choose one status from the 9th level mercies at 27th level, and may choose one status from the 12th level Mercies at 33rd level. Just as with the Paladin's Mercy ability, 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 he may use this ability on others. Namely, the Monk may heal himself 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 chi, the Monk may Move up to one half his normal Move as a swift action. Using Chi 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 DR12/Chaotic. At 29th level it becomes DR14/Chaotic, and at 33rd level it improves again to DR16/Chaotic.


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 ray 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.