Ziegander
2011-11-08, 11:18 PM
The Monk
http://www.d20pfsrd.com/_/rsrc/1286223100621/classes/core-classes/monk/Sajan.jpg?height=400&width=276
Alignment: Any Lawful
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |
AC Bonus|
Ki Talent|
Unarmed Strike
1st|+0|+2|+2|+2|Masterwork Body, Skirmish (+1d6), Still Mind|
+0|
1|
1d6
2nd|+1|+3|+3|+3|Scribe Scroll|
+1|
1|
1d6
3rd|+2|+3|+3|+3|Skirmish (+1d6, +1AC)|
+1|
2|
1d6
4th|+3|+4|+4|+4|Brew Potion|
+2|
2|
1d8
5th|+3|+4|+4|+4|Skirmish (+2d6, +1AC)|
+2|
2|
1d8
6th|+4|+5|+5|+5|Evasion|
+3|
3|
1d8
7th|+5|+5|+5|+5|Skirmish (+2d6, +2AC)|
+3|
3|
1d8
8th|+6/+1|+6|+6|+6|Purity of Body|
+4|
3|
1d10
9th|+6/+1|+6|+6|+6|Skirmish (+3d6, +2AC)|
+4|
4|
1d10
10th|+7/+2|+7|+7|+7|Tongue of the Sun and Moon|
+5|
4|
1d10
11th|+8/+3|+7|+7|+7|Skirmish (+3d6, +3AC)|
+5|
4|
1d10
12th|+9/+4|+8|+8|+8|Mettle|
+6|
5|
2d6
13th|+9/+4|+8|+8|+8|Skirmish (+4d6, +3AC)|
+6|
5|
2d6
14th|+10/+5|+9|+9|+9|? ? ? ?|
+7|
5|
2d6
15th|+11/+6/+1|+9|+9|+9|Skirmish (+4d6, +4AC)|
+7|
6|
2d6
16th|+12/+7/+2|+10|+10|+10|Timeless Body|
+8|
6|
2d8
17th|+12/+7/+2|+10|+10|+10|Skirmish (+5d6, +4AC)|
+8|
6|
2d8
18th|+13/+8/+3|+11|+11|+11|Purity of Soul|
+9|
7|
2d8
19th|+14/+9/+4|+11|+11|+11|Skirmish (+5d6, +5AC)|
+9|
7|
2d8
20th|+15/+10/+5|+12|+12|+12|Perfect Self|
+10|
7|
2d10[/table]
Class Skills (6 + Int modifier): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapon & Armor Proficiency
A Monk is proficient with all simple weapons, the kama, the net, the nunchaku, the scythe, the short bow, the short sword, the throwing axe, and the trident. A Monk is not proficient with any armor or shields.
AC Bonus
At 1st level, choose Intelligence, Wisdom, or Charisma (this choice is final). While a Monk wears no armor of any kind he adds the modifier of the chosen ability score to his AC. At 2nd level he gains a +1 dodge bonus to AC. This dodge bonus increases by 1 at every even level thereafter.
Ki Pool & Ki Talents
A Monk has a Ki Pool with a maximum number of points in it equal to his Monk level. A Monk's Ki Pool is filled after 1 hour of uninterrupted concentration and is replenished throughout the day whenever the Monk successfully hits a creature with an attack, whenever the Monk successfully makes a saving throw against a creature's attack, whenever creature misses the Monk with an attack, or whenever a creature fails a saving throw against the Monk's attack. He may not add more than 1 point to his Ki Pool per round. A Monk spends the points in his Ki Pool to perform Ki Talents that he knows.
A Monk begins play knowing a single Ki Talent and learns an additional talent at 3rd level and every three levels thereafter. He doesn't prepare or ready Ki Talents, he simply chooses which to use when he wants, uses the appropriate action, and spends points from his Ki Pool to achieve the desired effect. A Ki Talent is either Ex, Sp, or Su as stated below.
Talents
All talents have a base effect which costs 1 point from the Ki Pool. This base effect may be augmented or added to by spending additional points (noted as +X).
The saving throw DC for any Ki Talent is 10 + 1/2 Monk level + AC Bonus ability score modifier.
Cleansing Fire (Su)
As a swift action restore 1d8 hit points to yourself and deal 1d6 fire damage to creatures that hit you with attacks for 1 round.
+2 - In addition to the base effects deal 1d6 fire damage to any hostile creature whose threatened area you move through for 1 round.
+4 - In addition to the base effects restore 5 additional hit points to yourself and deal 5 additional fire damage to creatures that hit you with attacks for 1 round.
+6 - In addition to the base effects restore 1d8+5 hit points to any friendly creature whose threatened area you move through for 1 round.
+8 - [Base Effect] Restore 2d8+5 hit points to yourself and deal 2d6+5 fire damage to creatures that hit you with attacks for 1 round.
+10 - In addition to the base effects deal 2d6 fire damage to any hostile creature whose threatened area you move through for 1 round. Creatures dealt damage in this way must succeed on a Reflex save to avoid catching fire.
+12 - [Base Effect] Restore 2d8+10 hit points to yourself and deal 2d6+10 fire damage to creatures that hit you with attacks for 1 round. Remove the Blinded, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Shaken, Sickened, and/or Staggered conditions from yourself.
+14 - In addition to the base effects restore 2d8+10 hit points to any friendly creature whose threatened area you move through for 1 round and remove from those creatures the Blinded, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Shaken, Sickened, and/or Staggered conditions.
+16 - [Base Effect] Restore 3d8+15 hit points to yourself and deal 3d6+15 fire damage to creatures that hit you with attacks for 1 round. For 1 round, you cannot die due to hit point damage. In that time, if you are reduced to fewer than 0 hit points you do not become Disabled or Unconscious, can act as normal, and a burst of golden flame spreads instantaneously from your space in a 100ft radius dealing 1d10 fire damage per level to hostile creatures (Reflex halves) and restoring 1d10 hit points per level to friendly creatures. Remove the Blinded, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Shaken, Sickened, and/or Staggered conditions from any creatures whose hit points are restored by this ability.
Flurry of Blows (Ex)
As a standard action, make two Unarmed Strike attacks against the same creature at your highest attack bonus.
+2 - If two attacks hit, the struck creature must succeed on a Reflex save to avoid being Stunned for 1 round.
+4 - If two attacks hit, the struck creature suffers a 1d6 penalty to Intelligence, Wisdom, and Charisma for 1 minute.
+6 - Make a third Unarmed Strike attack at your highest attack bonus.
+8 - If two attacks hit and the creature's Reflex save fails it is Confused for 1 minute.
+10 - If three attacks hit, the struck creature's Intelligence, Wisdom, and Charisma scores drop to 1 for 10 minutes.
+12 - Make a fourth Unarmed Strike attack at your highest attack bonus. You may split these attacks up in any way you choose between up to two creatures.
+14 - If two attacks hit and the creature's Reflex save fails it is Blown Away.
+16 - If four attacks hit and the creature's Reflex save fails it falls Unconscious for 1 hour.
Ghost Stalker (Su)
As a move action, make a Concentration check to attune yourself to an enemy within 100ft (DC 10 + CR). While so attuned that enemy doesn't get a bonus to attack you for being invisible and doesn't benefit from concealment or miss chance (including incorporeal miss chance). Further, you automatically pinpoint its square within 100ft. This attunement lasts as long as you remain within 100ft and for 1 minute thereafter.
+2 - As a move action, or in addition to the base effect, turn Invisible as the Invisibility spell for up to 1 minute.
+4 - In addition to the base effect, while attuned to a creature, if it is Invisible it becomes visible.
+6 - As a move action , or in addition to the base effect, turn Invisible as the Invisibility spell and absolutely silent as the Silence spell for up to 1 minute.
+8 - You may attune to any number of creatures within 100ft of you. When you do the Concentration check DC is 10 + Highest CR among creatures + 1 for each creature beyond the first.
+10 - As a move action, or in addition to the base effect, become invisible as the Greater Invisibility spell and absolutely silent as the Silence spell for up to 1 minute.
+12 - In addition to the base effect, while attuned to a creature, if it is Incorporeal it manifests corporeally, and if it is possessing a creature that possession is ended (and the possessed creature is immune to further possession attempts for 24 hours). If the creature was sharing a space with a creature or object, then it is shunted to the nearest empty space and dealt 1d10 damage per 5ft traveled this way.
+14 - As a move action, or in addition to the base effect, become Invisible as the Superior Invisibility spell and absolutely silent as the Silence spell for up to 1 minute. In that time, each time you hit a creature and deal damage that creature must succeed on a Will save to avoid becoming Panicked for 1 round. A creature that successfully saves is still Shaken for 1 round.
+16 - As a move action, or in addition to the base effect, become Incorporeal for up to 1 minute. In that time, you gain an Incorporeal Touch attack that deals 2d6 cold damage + 4d6 negative energy damage + your chosen AC Bonus ability score modifier as well as 1d4 Dexterity damage and 1d8 Strength damage. A creature that doesn't take any cold damage from the attack isn't subject to the Dexterity damage; a creature that doesn't take any negative energy damage from the attack isn't subject to the Strength damage.
Leaf on the Wind (Su)
As a swift or immediate action, add your Monk level to any Balance, Jump, or Tumble checks and Feather Fall as the spell for 1 round.
+2 - In addition to the base effects, reduce the DC for any Balance, Jump, or Tumble check by 1/2.
+4 - In addition to the base effects, make a Jump check in mid-air at 1/2 DC.
+6 - In addition to the base effects, gain a Freedom of Movement effect as the spell for 1 round.
+8 - In addition to the base effects, gain a Fly speed equal to twice your land speed with good maneuverability for 1 minute.
+10 - As a move action, assume Gaseous Form as the spell for up to 1 minute.
+12 - As a move action, assume the effects of a Wind Walk spell for up to 1 hour.
+14 - As a standard action, teleport up to long range (400ft + 40ft/level) as Dimension Door.
+16 - As a move action, assume an ethereal state as the Ethereal Jaunt spell for up to 1 minute.
Whirling Dervish (Ex)
As a swift action increase your movement speed by 10ft for 1 round, +10ft more at 5th level, 10th level, 15th level, and 20th level.
+2 - As a standard action, make a melee attack at your highest base attack bonus against each creature you threaten.
+4 - In addition to the base effect, you ignore difficult terrain for 1 round.
+6 - As a standard action, move up to your speed and make a melee attack at your highest base attack bonus against each creature you move within reach of.
+8 - In addition to the base effect, you may move 10ft with a 5ft step, or 20ft at 20th level.
+10 - In addition to the base effect either move up to your speed or make an normal attack.
+12 - In addition to the base effect, once during the round you may take a 5ft step as a free action even if it isn't your turn.
+14 - In addition to the base effect, make a melee attack at your highest base attack bonus against each creature you threaten.
+16 - As a full round action, take a double move and make up to two melee attacks at your highest base attack bonus against each creature you move within reach of.
More talents to come...
Skirmish (Ex): As Scout, except that when making melee or thrown weapon attacks it is not precision damage, it applies to any creature regardless of anatomy, immunity, or fortification (making ranged Skirmish attacks; however, is precision damage as normal).
Still Mind (Su): A Monk continuously benefits from a Calm Emotions effect as the spell. If this effect is broken it re-establishes itself at the end of his turn.
Unarmed Strike (Ex): A Monk begins play with the Improved Unarmed Strike feat and retains its benefits even if he doesn't meet the prerequisites. Furthermore, his Unarmed Strike deals damage as given in the table above.
A Monk may make attacks with Unarmed Strike even with both of his hands full, and there is no such thing as an off-hand Unarmed Strike for the Monk allowing him to add his full strength bonus to all Unarmed Strike attacks. Normally his Unarmed Strike deals lethal damage but he freely may choose to do nonlethal damage at no penalty.
A Monk's unarmed strike is considered both a manufactured weapon and a natural weapon for the purposes of spells or effects that interact with weapons, and further, his unarmed strike is considered a masterwork weapon. This grants him a +1 enhancement bonus to attack rolls with his Unarmed Strike and allows him to spend resources to enchant it.
Uncanny Dodge (Ex): 2nd level; as Barbarian.
Evasion (Ex): 4th level; as Rogue.
Purity of Body (Su): Starting at 6th level a Monk is immune to all poisons and diseases (including magical or supernatural ones).
Improved Uncanny Dodge (Ex): 8th level; as Barbarian.
Tongue of the Sun and Moon (Ex): A Monk of 10th level or higher can speak with any living creature.
Improved Evasion (Ex): 12th level; as Rogue.
Purity of Soul (Su): Starting at 14th level a Monk is immune to any spell or spell-like ability that allows spell resistance. He may allow any individual spell or ability to ignore this immunity as he wishes on a case-by-case basis.
Timeless Body (Ex): 16th level; as Monk.
Perfect Self (Ex): 20th level; as Monk.
http://www.d20pfsrd.com/_/rsrc/1286223100621/classes/core-classes/monk/Sajan.jpg?height=400&width=276
Alignment: Any Lawful
Hit Die: 1d8
{table=head]Level|BAB|Fort|Ref|Will|Special |
AC Bonus|
Ki Talent|
Unarmed Strike
1st|+0|+2|+2|+2|Masterwork Body, Skirmish (+1d6), Still Mind|
+0|
1|
1d6
2nd|+1|+3|+3|+3|Scribe Scroll|
+1|
1|
1d6
3rd|+2|+3|+3|+3|Skirmish (+1d6, +1AC)|
+1|
2|
1d6
4th|+3|+4|+4|+4|Brew Potion|
+2|
2|
1d8
5th|+3|+4|+4|+4|Skirmish (+2d6, +1AC)|
+2|
2|
1d8
6th|+4|+5|+5|+5|Evasion|
+3|
3|
1d8
7th|+5|+5|+5|+5|Skirmish (+2d6, +2AC)|
+3|
3|
1d8
8th|+6/+1|+6|+6|+6|Purity of Body|
+4|
3|
1d10
9th|+6/+1|+6|+6|+6|Skirmish (+3d6, +2AC)|
+4|
4|
1d10
10th|+7/+2|+7|+7|+7|Tongue of the Sun and Moon|
+5|
4|
1d10
11th|+8/+3|+7|+7|+7|Skirmish (+3d6, +3AC)|
+5|
4|
1d10
12th|+9/+4|+8|+8|+8|Mettle|
+6|
5|
2d6
13th|+9/+4|+8|+8|+8|Skirmish (+4d6, +3AC)|
+6|
5|
2d6
14th|+10/+5|+9|+9|+9|? ? ? ?|
+7|
5|
2d6
15th|+11/+6/+1|+9|+9|+9|Skirmish (+4d6, +4AC)|
+7|
6|
2d6
16th|+12/+7/+2|+10|+10|+10|Timeless Body|
+8|
6|
2d8
17th|+12/+7/+2|+10|+10|+10|Skirmish (+5d6, +4AC)|
+8|
6|
2d8
18th|+13/+8/+3|+11|+11|+11|Purity of Soul|
+9|
7|
2d8
19th|+14/+9/+4|+11|+11|+11|Skirmish (+5d6, +5AC)|
+9|
7|
2d8
20th|+15/+10/+5|+12|+12|+12|Perfect Self|
+10|
7|
2d10[/table]
Class Skills (6 + Int modifier): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Weapon & Armor Proficiency
A Monk is proficient with all simple weapons, the kama, the net, the nunchaku, the scythe, the short bow, the short sword, the throwing axe, and the trident. A Monk is not proficient with any armor or shields.
AC Bonus
At 1st level, choose Intelligence, Wisdom, or Charisma (this choice is final). While a Monk wears no armor of any kind he adds the modifier of the chosen ability score to his AC. At 2nd level he gains a +1 dodge bonus to AC. This dodge bonus increases by 1 at every even level thereafter.
Ki Pool & Ki Talents
A Monk has a Ki Pool with a maximum number of points in it equal to his Monk level. A Monk's Ki Pool is filled after 1 hour of uninterrupted concentration and is replenished throughout the day whenever the Monk successfully hits a creature with an attack, whenever the Monk successfully makes a saving throw against a creature's attack, whenever creature misses the Monk with an attack, or whenever a creature fails a saving throw against the Monk's attack. He may not add more than 1 point to his Ki Pool per round. A Monk spends the points in his Ki Pool to perform Ki Talents that he knows.
A Monk begins play knowing a single Ki Talent and learns an additional talent at 3rd level and every three levels thereafter. He doesn't prepare or ready Ki Talents, he simply chooses which to use when he wants, uses the appropriate action, and spends points from his Ki Pool to achieve the desired effect. A Ki Talent is either Ex, Sp, or Su as stated below.
Talents
All talents have a base effect which costs 1 point from the Ki Pool. This base effect may be augmented or added to by spending additional points (noted as +X).
The saving throw DC for any Ki Talent is 10 + 1/2 Monk level + AC Bonus ability score modifier.
Cleansing Fire (Su)
As a swift action restore 1d8 hit points to yourself and deal 1d6 fire damage to creatures that hit you with attacks for 1 round.
+2 - In addition to the base effects deal 1d6 fire damage to any hostile creature whose threatened area you move through for 1 round.
+4 - In addition to the base effects restore 5 additional hit points to yourself and deal 5 additional fire damage to creatures that hit you with attacks for 1 round.
+6 - In addition to the base effects restore 1d8+5 hit points to any friendly creature whose threatened area you move through for 1 round.
+8 - [Base Effect] Restore 2d8+5 hit points to yourself and deal 2d6+5 fire damage to creatures that hit you with attacks for 1 round.
+10 - In addition to the base effects deal 2d6 fire damage to any hostile creature whose threatened area you move through for 1 round. Creatures dealt damage in this way must succeed on a Reflex save to avoid catching fire.
+12 - [Base Effect] Restore 2d8+10 hit points to yourself and deal 2d6+10 fire damage to creatures that hit you with attacks for 1 round. Remove the Blinded, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Shaken, Sickened, and/or Staggered conditions from yourself.
+14 - In addition to the base effects restore 2d8+10 hit points to any friendly creature whose threatened area you move through for 1 round and remove from those creatures the Blinded, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Shaken, Sickened, and/or Staggered conditions.
+16 - [Base Effect] Restore 3d8+15 hit points to yourself and deal 3d6+15 fire damage to creatures that hit you with attacks for 1 round. For 1 round, you cannot die due to hit point damage. In that time, if you are reduced to fewer than 0 hit points you do not become Disabled or Unconscious, can act as normal, and a burst of golden flame spreads instantaneously from your space in a 100ft radius dealing 1d10 fire damage per level to hostile creatures (Reflex halves) and restoring 1d10 hit points per level to friendly creatures. Remove the Blinded, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Shaken, Sickened, and/or Staggered conditions from any creatures whose hit points are restored by this ability.
Flurry of Blows (Ex)
As a standard action, make two Unarmed Strike attacks against the same creature at your highest attack bonus.
+2 - If two attacks hit, the struck creature must succeed on a Reflex save to avoid being Stunned for 1 round.
+4 - If two attacks hit, the struck creature suffers a 1d6 penalty to Intelligence, Wisdom, and Charisma for 1 minute.
+6 - Make a third Unarmed Strike attack at your highest attack bonus.
+8 - If two attacks hit and the creature's Reflex save fails it is Confused for 1 minute.
+10 - If three attacks hit, the struck creature's Intelligence, Wisdom, and Charisma scores drop to 1 for 10 minutes.
+12 - Make a fourth Unarmed Strike attack at your highest attack bonus. You may split these attacks up in any way you choose between up to two creatures.
+14 - If two attacks hit and the creature's Reflex save fails it is Blown Away.
+16 - If four attacks hit and the creature's Reflex save fails it falls Unconscious for 1 hour.
Ghost Stalker (Su)
As a move action, make a Concentration check to attune yourself to an enemy within 100ft (DC 10 + CR). While so attuned that enemy doesn't get a bonus to attack you for being invisible and doesn't benefit from concealment or miss chance (including incorporeal miss chance). Further, you automatically pinpoint its square within 100ft. This attunement lasts as long as you remain within 100ft and for 1 minute thereafter.
+2 - As a move action, or in addition to the base effect, turn Invisible as the Invisibility spell for up to 1 minute.
+4 - In addition to the base effect, while attuned to a creature, if it is Invisible it becomes visible.
+6 - As a move action , or in addition to the base effect, turn Invisible as the Invisibility spell and absolutely silent as the Silence spell for up to 1 minute.
+8 - You may attune to any number of creatures within 100ft of you. When you do the Concentration check DC is 10 + Highest CR among creatures + 1 for each creature beyond the first.
+10 - As a move action, or in addition to the base effect, become invisible as the Greater Invisibility spell and absolutely silent as the Silence spell for up to 1 minute.
+12 - In addition to the base effect, while attuned to a creature, if it is Incorporeal it manifests corporeally, and if it is possessing a creature that possession is ended (and the possessed creature is immune to further possession attempts for 24 hours). If the creature was sharing a space with a creature or object, then it is shunted to the nearest empty space and dealt 1d10 damage per 5ft traveled this way.
+14 - As a move action, or in addition to the base effect, become Invisible as the Superior Invisibility spell and absolutely silent as the Silence spell for up to 1 minute. In that time, each time you hit a creature and deal damage that creature must succeed on a Will save to avoid becoming Panicked for 1 round. A creature that successfully saves is still Shaken for 1 round.
+16 - As a move action, or in addition to the base effect, become Incorporeal for up to 1 minute. In that time, you gain an Incorporeal Touch attack that deals 2d6 cold damage + 4d6 negative energy damage + your chosen AC Bonus ability score modifier as well as 1d4 Dexterity damage and 1d8 Strength damage. A creature that doesn't take any cold damage from the attack isn't subject to the Dexterity damage; a creature that doesn't take any negative energy damage from the attack isn't subject to the Strength damage.
Leaf on the Wind (Su)
As a swift or immediate action, add your Monk level to any Balance, Jump, or Tumble checks and Feather Fall as the spell for 1 round.
+2 - In addition to the base effects, reduce the DC for any Balance, Jump, or Tumble check by 1/2.
+4 - In addition to the base effects, make a Jump check in mid-air at 1/2 DC.
+6 - In addition to the base effects, gain a Freedom of Movement effect as the spell for 1 round.
+8 - In addition to the base effects, gain a Fly speed equal to twice your land speed with good maneuverability for 1 minute.
+10 - As a move action, assume Gaseous Form as the spell for up to 1 minute.
+12 - As a move action, assume the effects of a Wind Walk spell for up to 1 hour.
+14 - As a standard action, teleport up to long range (400ft + 40ft/level) as Dimension Door.
+16 - As a move action, assume an ethereal state as the Ethereal Jaunt spell for up to 1 minute.
Whirling Dervish (Ex)
As a swift action increase your movement speed by 10ft for 1 round, +10ft more at 5th level, 10th level, 15th level, and 20th level.
+2 - As a standard action, make a melee attack at your highest base attack bonus against each creature you threaten.
+4 - In addition to the base effect, you ignore difficult terrain for 1 round.
+6 - As a standard action, move up to your speed and make a melee attack at your highest base attack bonus against each creature you move within reach of.
+8 - In addition to the base effect, you may move 10ft with a 5ft step, or 20ft at 20th level.
+10 - In addition to the base effect either move up to your speed or make an normal attack.
+12 - In addition to the base effect, once during the round you may take a 5ft step as a free action even if it isn't your turn.
+14 - In addition to the base effect, make a melee attack at your highest base attack bonus against each creature you threaten.
+16 - As a full round action, take a double move and make up to two melee attacks at your highest base attack bonus against each creature you move within reach of.
More talents to come...
Skirmish (Ex): As Scout, except that when making melee or thrown weapon attacks it is not precision damage, it applies to any creature regardless of anatomy, immunity, or fortification (making ranged Skirmish attacks; however, is precision damage as normal).
Still Mind (Su): A Monk continuously benefits from a Calm Emotions effect as the spell. If this effect is broken it re-establishes itself at the end of his turn.
Unarmed Strike (Ex): A Monk begins play with the Improved Unarmed Strike feat and retains its benefits even if he doesn't meet the prerequisites. Furthermore, his Unarmed Strike deals damage as given in the table above.
A Monk may make attacks with Unarmed Strike even with both of his hands full, and there is no such thing as an off-hand Unarmed Strike for the Monk allowing him to add his full strength bonus to all Unarmed Strike attacks. Normally his Unarmed Strike deals lethal damage but he freely may choose to do nonlethal damage at no penalty.
A Monk's unarmed strike is considered both a manufactured weapon and a natural weapon for the purposes of spells or effects that interact with weapons, and further, his unarmed strike is considered a masterwork weapon. This grants him a +1 enhancement bonus to attack rolls with his Unarmed Strike and allows him to spend resources to enchant it.
Uncanny Dodge (Ex): 2nd level; as Barbarian.
Evasion (Ex): 4th level; as Rogue.
Purity of Body (Su): Starting at 6th level a Monk is immune to all poisons and diseases (including magical or supernatural ones).
Improved Uncanny Dodge (Ex): 8th level; as Barbarian.
Tongue of the Sun and Moon (Ex): A Monk of 10th level or higher can speak with any living creature.
Improved Evasion (Ex): 12th level; as Rogue.
Purity of Soul (Su): Starting at 14th level a Monk is immune to any spell or spell-like ability that allows spell resistance. He may allow any individual spell or ability to ignore this immunity as he wishes on a case-by-case basis.
Timeless Body (Ex): 16th level; as Monk.
Perfect Self (Ex): 20th level; as Monk.