Morbis Meh
2011-07-25, 12:31 AM
Hello people of the playground here is my version of monk and I hope it to be much better than the original (I have been playing a lot of Xenogears lately so this is based on Fei). If you could give me feedback/suggestion as well as classify what tier it is I would be grateful (I put it around 4/3).
Without further adieu The Monk:
Monk
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Ki Pool|Fast[br]Movement|AC Bonus|Flurry of[br]Blows|Unarmed[br]Attack
1st|
+0|
+2|
+2|
+2|Bonus Feat, Stunning Fist|
3|
+0ft.|
+0|
-1/-1|
1d6
2nd|
+1|
+3|
+3|
+3|Bonus Feat, Evasion|
4|
+0ft.|
+0|
+0/+0|
1d6
3rd|
+2|
+3|
+3|
+3|Still Mind,[br] Deathblow: Raijin|
5|
+10ft.|
+0|
+1/+1|
1d8
4th|
+3|
+4|
+4|
+4|Ki Shot, Slow fall 20 ft|
7|
+10ft.|
+1|
+2/+2|
1d8
5th|
+3|
+4|
+4|
+4|Inner Healing, Purity of body|
8|
+10ft.|
+1|
+3/+3 |
1d8
6th|
+4|
+5|
+5|
+5|Bonus Feat, Slowfall 30 ft,[br] Deathblow: Hagan|
9|
+20ft.|
+1|
+4/+4|
1d10
7th|
+5|
+5|
+5|
+5|Diamond Body, Iron Fists|
11|
+20ft.|
+2|
+5/+5|
1d10
8th|
+6/+1|
+6|
+6|
+6|Slow fall 40 ft, Adamantine Body|
12|
+20ft.|
+2|
+6/+6/+1|
1d10
9th|
+6/+1|
+6|
+6|
+6|Diamond Soul, Improved Evasion,[br] Deathblow: Tenbu|
14|
+30ft.|
+2|
+6/+6/+1|
1d10
10th|
+7/+2|
+7|
+7|
+7|Slow fall 50 ft, Elemental Fist|
15|
+30ft.|
+3|
+7/+7/+2|
2d6
11th|
+8|
+7|
+7|
+7|Abundant Step, AC Bonus, [br] Greater Flurry |
17|
+30ft.|
+3|
+8/+8/+8/+3|
2d6
12th|
+9/+4|
+8|
+8|
+8|Flight, Deathblow: Koho|
18|
+40ft.|
+3|
+9/+9/+9/+4|
2d6
13th|
+9/+4|
+8|
+8|
+8|Tongue of the Sun and Moon,[br] Rubber Fist, Enhanced Clarity|
20|
+40ft.|
+4|
+9/+9/+9/+4|
2d6
14th|
+10/+5|
+9|
+9|
+9|Chained Ki Shot, Mighty Fists|
21|
+40ft.|
+4|
+10/+10/+10/+5|
2d8
15th|
+11/+6/+1|
+9|
+9|
+9|Quivering Palm, Deathblow: Chikei|
23|
+50ft.|
+4|
+11/+11/+11/+6/+1|
2d8
16th|
+12/+7/+2|
+10|
+10|
+10|Empty Body, Mind of Oblivion|
24|
+50ft.|
+5|
+12/+12/+12/+7/+2|
2d8
17th|
+12/+7/+2|
+10|
+10|
+10|Timeless body, Sense the Void|
26|
+50ft.|
+5|
+12/+12/+12/+7/+2|
2d8
18th|
+13/+8/+3|
+11|
+11|
+11|Dispelling Fist, Deathblow: Suikei|
28|
+60ft.|
+5|
+13/+13/+13/+8/+3|
2d10
19th|
+14/+9/+4|
+11|
+11|
+11|Moment of Perfect Stillness|
29|
+60ft.|
+6|
+14/+14/+14/+9/+4|
2d10
20th|
+15/+10/+5|
+12|
+12|
+12|Perfect Self, Deathblow: Yamikei|
30|
+60ft.|
+6|
+15/+15/+15/+10/+5|
4d8[/table]
[B]Alignment: Any non-chaotic
Hit Die: d8
Class Skills:
The battle monk’s (Refereed here after as simply the monk) 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
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham and sling.
Monks 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 monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Medium Armor or otherwise that is made to count as light armor does not count as light armor when determining if the Monk can still use class features.
AC Bonus (Ex)
When in light armor and unencumbered, the monk gains the listed bonus to her AC.
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 greater then light, when she carries a shield, or when she carries a medium or heavy load.
At level 11 a monks AC bonus doubles.
Flurry of Blows (Ex)
When in light or no armor and unencumbered a monk may use flurry of blows as a standard action. Using flurry of blows allows a monk to make an extra attack at a slight penalty. A monk may do this unarmed or with select weapons and with each successful blow they deliver they also deal x1 Strength mod in damage.
Unarmed Strike
At the first level a monk gains the improved unarmed strike ability and is able to deal non-lethal damage at no penalty.
Ki Pool
A monk's abilities revolve around their inner strength and melding their soul to their flesh. A monk gains Ki points every level which fuel their abilities that are granted as they progress. A monk can replenish their Ki pool once per day by meditating for half an hour. A monk receives bonus Ki points equal to their Wisdom modifier.
Stunning Fist (Ex):
With a well-placed blow a monk is able to stun an opponent for a single round. By using their ki a monk may stun an opponent (DC equal to 10+ 1/2 monk level+ Wisdom mod) for one round. Using this ability expends one Ki point.
Bonus Feats:
At levels 1, 2 and 6 a monk gains a bonus feat and may select any feat from the fighter bonus feat list.
Evasion (Ex):
A monk of the 2nd level can dodge unusual or magical attacks that allow a reflex save. By making a successful reflex save a monk sustains no damage for said attack.
Still Mind (Ex):
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.
Deathblows (Ex):
When a monk lands 2 consecutive blows they are able to deliver an extra finishing blow that deals extra damage and a status effect. A deathblow functions like the Rend ability and automatically hits an enemy.
Raijin: A blow that deals an extra 1d6 dmg/3 levels as well as sickness (Fort DC 10+ ½ monk level + Wis mod) for 1 rnd/3 levels
Hagan: A strike that deals an extra 1d6 dmg/3 levels that heals the monk equal to damage dealt
Tenbu: A kick that connects with an opponent’s pressure point causing them to become weaker. Deals 1d8 dmg/3 levels and deals 1d6 strength damage Fort save for half (DC 10+ ½ Monk level + Wis mod)
Koho: A strike to the head that causes the enemy to slow. Deals 1d8 dmg/3 level and slows the opponent for 1d6+1 rounds Fort save negates (DC 10+ ½ Monk level + Wis mod)
Chikei: A punch designed to gouge an opponent’s eyes. Deals 1d10/ 3 levels and blinds and opponent for 1d6+1 rounds Fort save negates (DC 10+ ½ Monk level + Wis mod)
Suikei: A blow to the temple that stuns the enemy. Deals 1d10 dmg/3 levels and stuns enemy for 1d4+1 rounds Fort save negates (DC 10+ ½ Monk level + Wis mod)
Yamikei: Unleashed two quick blows striking two critical pressure points rendering an opponent helpless. Deals 2d6 dmg/ 3 levels and paralyzes for 1d4+1 rounds Fort save negates (DC 10+ ½ Monk level + Wis mod)
Ki Shot (Su):
A monk is able to harness his Ki and manifest it as an orb of energy. A monk can launch an orb of untyped damage at an opponent as a standard action using a ranged touch attack; however, a monk does not use his dexterity for his attack but his wisdom instead. For every Ki point a monk expends the orb does 1d6 damage and the orb is not susceptible to anti magic fields. A monk may only enhance their Ki Shot up to a maximum of half their monk level.
Slowfall (Ex):
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 10th level she can use a nearby wall to slow her descent and fall any distance without harm.
Inner Healing (Su):
A 5th level monk is able to focus their Ki to heal their body. Using a standard action a monk can heal themselves for 1d8 health points per Ki point expended.
Purity of Body (Ex):
At 5th level, a monk gains control over her body’s system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Diamond Body (Ex):
At 7th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.
Iron Fists (Su):
In the thick of battle a 7th level monk is able to focus their Ki into their fists allowing them to connect blows and deal greater damage to their enemies. As a swift action, for every point of Ki a monk expends they gain a +1 bonus to hit and deals an extra 1d4 damage and may only enhance their fists to a maximum of half their monk level. The effect lasts for round/ 2 levels.
Adamantine Body (Ex):
An 8th level monk is able to concentrate his Ki and channel it to form a second skin around his body. As a swift action a monk gains DR 5/- for one round/ 2 level and expends 2 Ki points. At level 13 a monk may expend 4 Ki points to gain DR 10/- and level 18 he can expend 6 to gain DR 15/-.
Diamond Soul (Su):
A 9th level Monk is able to direct their Ki to mold a barrier around themselves allowing them to deflect magic. As a swift action a monk can expend two Ki points to gain spell resistance 11+ monk level for rounds/ level.
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 such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.
Elemental Fist (Su):
A 10th level monk is able to convert their Ki into elemental energy and wreathe their hands in the energy. As a swift action a monk can expend their Ki points to enchant their fists with an energy type of their choice. For every Ki point expended they add 1d6 dmg and may only enhance their fists to a maximum of half their monk level. The effect lasts for one round/ 2 levels.
Abundant Step (Su):
At 11th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Their caster level for this effect is one-half their monk level (rounded down).
Flight (Su):
At 12th level a monk is able to use his key to alter the air around him and use it to fly. By expending 5 Ki points a monk gains the ability to fly at their land speed with perfect manoeuvrability for one round per monk level.
Tongue of the Sun and Mind (Ex):
A monk of 13th level or higher can speak with any living creature.
Enhanced Clarity
A monk of the 13th level has attained a level of focus that allows them to see the aura of others thereby making their movements more predictable. A monk at this level may now add their Wisdom modifier to their Attack Roll.
Rubber fist (Su):
A 13th level monk can expend 2 Ki points in order to gain an extra 5 ft. reach. The affect lasts for one round/ 2 levels.
Chained Ki Shot (Su):
At the 14th level a monks Ki has strengthened to the point where they can direct their Ki blasts to rebound off enemies. A monk can cause his Ki shot to split and hit other enemies (up to a maximum of the monk’s wisdom modifier). All subsequent shots deal half damage.
Mighty Fists (Su):
A 14th level monk is able to force their Ki into their fists causing them to grow larger. By expending 3 Ki points a monk’s unarmed strike can be treated as 2 size categories larger. The effect lasts for one round/ 2 levels.
Quivering Palm (Ex):
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage 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 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Empty Body (Ex):
At 16th 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.
Mind of Oblivion (Ex):
A 16th level monk has attained a level of concentration that render’s an opponent’s attempt to alter his mind futile. A monk with this ability is immune to all mind affecting spells and special abilities.
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.
Sense the Void (Ex):
A monk that attains the 17th level is able to sense all living beings around them. A monk has the blind sense ability out to 30 ft.
Dispelling Fist (Su):
With their fists a monk is able to dispel magical effects of spells and items. By expending 10 Ki points a monk is able to make a single touch attack that acts like the Mordenkainens Disjunction spell.
Moment of Perfect Stilless (Ex):
Once per day a monk is able to concentrate and causes time to slow down. A monk is able to make 2 full round actions in a single round.
Perfect Self (Ex):
At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10/-, which allows her to ignore the first 10 points of damage from any attack.
Thank you for reading and I hope to hear back from you.
Edit: Bolded class features, made an entry for Ki Shot, Clarified the death blow
Edit: Fixed greater flurry and added it to my back up table code
Without further adieu The Monk:
Monk
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Ki Pool|Fast[br]Movement|AC Bonus|Flurry of[br]Blows|Unarmed[br]Attack
1st|
+0|
+2|
+2|
+2|Bonus Feat, Stunning Fist|
3|
+0ft.|
+0|
-1/-1|
1d6
2nd|
+1|
+3|
+3|
+3|Bonus Feat, Evasion|
4|
+0ft.|
+0|
+0/+0|
1d6
3rd|
+2|
+3|
+3|
+3|Still Mind,[br] Deathblow: Raijin|
5|
+10ft.|
+0|
+1/+1|
1d8
4th|
+3|
+4|
+4|
+4|Ki Shot, Slow fall 20 ft|
7|
+10ft.|
+1|
+2/+2|
1d8
5th|
+3|
+4|
+4|
+4|Inner Healing, Purity of body|
8|
+10ft.|
+1|
+3/+3 |
1d8
6th|
+4|
+5|
+5|
+5|Bonus Feat, Slowfall 30 ft,[br] Deathblow: Hagan|
9|
+20ft.|
+1|
+4/+4|
1d10
7th|
+5|
+5|
+5|
+5|Diamond Body, Iron Fists|
11|
+20ft.|
+2|
+5/+5|
1d10
8th|
+6/+1|
+6|
+6|
+6|Slow fall 40 ft, Adamantine Body|
12|
+20ft.|
+2|
+6/+6/+1|
1d10
9th|
+6/+1|
+6|
+6|
+6|Diamond Soul, Improved Evasion,[br] Deathblow: Tenbu|
14|
+30ft.|
+2|
+6/+6/+1|
1d10
10th|
+7/+2|
+7|
+7|
+7|Slow fall 50 ft, Elemental Fist|
15|
+30ft.|
+3|
+7/+7/+2|
2d6
11th|
+8|
+7|
+7|
+7|Abundant Step, AC Bonus, [br] Greater Flurry |
17|
+30ft.|
+3|
+8/+8/+8/+3|
2d6
12th|
+9/+4|
+8|
+8|
+8|Flight, Deathblow: Koho|
18|
+40ft.|
+3|
+9/+9/+9/+4|
2d6
13th|
+9/+4|
+8|
+8|
+8|Tongue of the Sun and Moon,[br] Rubber Fist, Enhanced Clarity|
20|
+40ft.|
+4|
+9/+9/+9/+4|
2d6
14th|
+10/+5|
+9|
+9|
+9|Chained Ki Shot, Mighty Fists|
21|
+40ft.|
+4|
+10/+10/+10/+5|
2d8
15th|
+11/+6/+1|
+9|
+9|
+9|Quivering Palm, Deathblow: Chikei|
23|
+50ft.|
+4|
+11/+11/+11/+6/+1|
2d8
16th|
+12/+7/+2|
+10|
+10|
+10|Empty Body, Mind of Oblivion|
24|
+50ft.|
+5|
+12/+12/+12/+7/+2|
2d8
17th|
+12/+7/+2|
+10|
+10|
+10|Timeless body, Sense the Void|
26|
+50ft.|
+5|
+12/+12/+12/+7/+2|
2d8
18th|
+13/+8/+3|
+11|
+11|
+11|Dispelling Fist, Deathblow: Suikei|
28|
+60ft.|
+5|
+13/+13/+13/+8/+3|
2d10
19th|
+14/+9/+4|
+11|
+11|
+11|Moment of Perfect Stillness|
29|
+60ft.|
+6|
+14/+14/+14/+9/+4|
2d10
20th|
+15/+10/+5|
+12|
+12|
+12|Perfect Self, Deathblow: Yamikei|
30|
+60ft.|
+6|
+15/+15/+15/+10/+5|
4d8[/table]
[B]Alignment: Any non-chaotic
Hit Die: d8
Class Skills:
The battle monk’s (Refereed here after as simply the monk) 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
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham and sling.
Monks 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 monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Medium Armor or otherwise that is made to count as light armor does not count as light armor when determining if the Monk can still use class features.
AC Bonus (Ex)
When in light armor and unencumbered, the monk gains the listed bonus to her AC.
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 greater then light, when she carries a shield, or when she carries a medium or heavy load.
At level 11 a monks AC bonus doubles.
Flurry of Blows (Ex)
When in light or no armor and unencumbered a monk may use flurry of blows as a standard action. Using flurry of blows allows a monk to make an extra attack at a slight penalty. A monk may do this unarmed or with select weapons and with each successful blow they deliver they also deal x1 Strength mod in damage.
Unarmed Strike
At the first level a monk gains the improved unarmed strike ability and is able to deal non-lethal damage at no penalty.
Ki Pool
A monk's abilities revolve around their inner strength and melding their soul to their flesh. A monk gains Ki points every level which fuel their abilities that are granted as they progress. A monk can replenish their Ki pool once per day by meditating for half an hour. A monk receives bonus Ki points equal to their Wisdom modifier.
Stunning Fist (Ex):
With a well-placed blow a monk is able to stun an opponent for a single round. By using their ki a monk may stun an opponent (DC equal to 10+ 1/2 monk level+ Wisdom mod) for one round. Using this ability expends one Ki point.
Bonus Feats:
At levels 1, 2 and 6 a monk gains a bonus feat and may select any feat from the fighter bonus feat list.
Evasion (Ex):
A monk of the 2nd level can dodge unusual or magical attacks that allow a reflex save. By making a successful reflex save a monk sustains no damage for said attack.
Still Mind (Ex):
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment, since her meditation and training improve her resistance to mind-affecting attacks.
Deathblows (Ex):
When a monk lands 2 consecutive blows they are able to deliver an extra finishing blow that deals extra damage and a status effect. A deathblow functions like the Rend ability and automatically hits an enemy.
Raijin: A blow that deals an extra 1d6 dmg/3 levels as well as sickness (Fort DC 10+ ½ monk level + Wis mod) for 1 rnd/3 levels
Hagan: A strike that deals an extra 1d6 dmg/3 levels that heals the monk equal to damage dealt
Tenbu: A kick that connects with an opponent’s pressure point causing them to become weaker. Deals 1d8 dmg/3 levels and deals 1d6 strength damage Fort save for half (DC 10+ ½ Monk level + Wis mod)
Koho: A strike to the head that causes the enemy to slow. Deals 1d8 dmg/3 level and slows the opponent for 1d6+1 rounds Fort save negates (DC 10+ ½ Monk level + Wis mod)
Chikei: A punch designed to gouge an opponent’s eyes. Deals 1d10/ 3 levels and blinds and opponent for 1d6+1 rounds Fort save negates (DC 10+ ½ Monk level + Wis mod)
Suikei: A blow to the temple that stuns the enemy. Deals 1d10 dmg/3 levels and stuns enemy for 1d4+1 rounds Fort save negates (DC 10+ ½ Monk level + Wis mod)
Yamikei: Unleashed two quick blows striking two critical pressure points rendering an opponent helpless. Deals 2d6 dmg/ 3 levels and paralyzes for 1d4+1 rounds Fort save negates (DC 10+ ½ Monk level + Wis mod)
Ki Shot (Su):
A monk is able to harness his Ki and manifest it as an orb of energy. A monk can launch an orb of untyped damage at an opponent as a standard action using a ranged touch attack; however, a monk does not use his dexterity for his attack but his wisdom instead. For every Ki point a monk expends the orb does 1d6 damage and the orb is not susceptible to anti magic fields. A monk may only enhance their Ki Shot up to a maximum of half their monk level.
Slowfall (Ex):
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 10th level she can use a nearby wall to slow her descent and fall any distance without harm.
Inner Healing (Su):
A 5th level monk is able to focus their Ki to heal their body. Using a standard action a monk can heal themselves for 1d8 health points per Ki point expended.
Purity of Body (Ex):
At 5th level, a monk gains control over her body’s system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).
Diamond Body (Ex):
At 7th level, a monk is in such firm control of her own metabolism that she gains immunity to poisons of all kinds.
Iron Fists (Su):
In the thick of battle a 7th level monk is able to focus their Ki into their fists allowing them to connect blows and deal greater damage to their enemies. As a swift action, for every point of Ki a monk expends they gain a +1 bonus to hit and deals an extra 1d4 damage and may only enhance their fists to a maximum of half their monk level. The effect lasts for round/ 2 levels.
Adamantine Body (Ex):
An 8th level monk is able to concentrate his Ki and channel it to form a second skin around his body. As a swift action a monk gains DR 5/- for one round/ 2 level and expends 2 Ki points. At level 13 a monk may expend 4 Ki points to gain DR 10/- and level 18 he can expend 6 to gain DR 15/-.
Diamond Soul (Su):
A 9th level Monk is able to direct their Ki to mold a barrier around themselves allowing them to deflect magic. As a swift action a monk can expend two Ki points to gain spell resistance 11+ monk level for rounds/ level.
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 such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.
Elemental Fist (Su):
A 10th level monk is able to convert their Ki into elemental energy and wreathe their hands in the energy. As a swift action a monk can expend their Ki points to enchant their fists with an energy type of their choice. For every Ki point expended they add 1d6 dmg and may only enhance their fists to a maximum of half their monk level. The effect lasts for one round/ 2 levels.
Abundant Step (Su):
At 11th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Their caster level for this effect is one-half their monk level (rounded down).
Flight (Su):
At 12th level a monk is able to use his key to alter the air around him and use it to fly. By expending 5 Ki points a monk gains the ability to fly at their land speed with perfect manoeuvrability for one round per monk level.
Tongue of the Sun and Mind (Ex):
A monk of 13th level or higher can speak with any living creature.
Enhanced Clarity
A monk of the 13th level has attained a level of focus that allows them to see the aura of others thereby making their movements more predictable. A monk at this level may now add their Wisdom modifier to their Attack Roll.
Rubber fist (Su):
A 13th level monk can expend 2 Ki points in order to gain an extra 5 ft. reach. The affect lasts for one round/ 2 levels.
Chained Ki Shot (Su):
At the 14th level a monks Ki has strengthened to the point where they can direct their Ki blasts to rebound off enemies. A monk can cause his Ki shot to split and hit other enemies (up to a maximum of the monk’s wisdom modifier). All subsequent shots deal half damage.
Mighty Fists (Su):
A 14th level monk is able to force their Ki into their fists causing them to grow larger. By expending 3 Ki points a monk’s unarmed strike can be treated as 2 size categories larger. The effect lasts for one round/ 2 levels.
Quivering Palm (Ex):
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage 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 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Empty Body (Ex):
At 16th 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.
Mind of Oblivion (Ex):
A 16th level monk has attained a level of concentration that render’s an opponent’s attempt to alter his mind futile. A monk with this ability is immune to all mind affecting spells and special abilities.
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.
Sense the Void (Ex):
A monk that attains the 17th level is able to sense all living beings around them. A monk has the blind sense ability out to 30 ft.
Dispelling Fist (Su):
With their fists a monk is able to dispel magical effects of spells and items. By expending 10 Ki points a monk is able to make a single touch attack that acts like the Mordenkainens Disjunction spell.
Moment of Perfect Stilless (Ex):
Once per day a monk is able to concentrate and causes time to slow down. A monk is able to make 2 full round actions in a single round.
Perfect Self (Ex):
At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10/-, which allows her to ignore the first 10 points of damage from any attack.
Thank you for reading and I hope to hear back from you.
Edit: Bolded class features, made an entry for Ki Shot, Clarified the death blow
Edit: Fixed greater flurry and added it to my back up table code