Derjuin
2011-12-27, 11:31 PM
Everyone and their great-grandmother seems to have a monk fix/remake, and after watching Kung Fu Panda a few too many times, I got some ideas together and tried to make a coherent class out of them. Here they are!
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MONK
http://fc00.deviantart.net/fs71/i/2010/352/9/7/dnd_character___monk_by_regocreations-d355rzz.jpg (http://browse.deviantart.com/?qh=§ion=&q=monk+dnd+character#/d355rzz.jpg)
It is not the duty of a monk to bring about pain and destruction. It is their duty to be the harbinger of peace. Sometimes, pain and destruction are necessary tools in bringing peace, but this is not often. Harmony, unison and balance are often the best ways to spread peace.
~ A scroll hung on a wall of the Jade Dragon Tower
GAME RULE INFORMATION
Monks have the following game statistics.
Abilities: Wisdom, either Strength or Dexterity, and Constitution are good scores for a Monk to invest in. Almost all of the Monk's abilities function off of Wisdom, and he determines his attacks with either Strength or Dexterity (which also boost his carrying capacity and his AC/reflex saves). Constitution helps keep the Monk in the fray when he needs to be there.
Alignment: Any Lawful. If a Monk ceases to be Lawful, he cannot progress further as a Monk, but may keep all abilities he already has. If he manages to become Lawful again, he can continue his training.
Hit Die: d10
Starting Age: As Cleric
Starting Gold: 6d10
Class Skills
The Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The Monk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Improved Unarmed Strike, Flurry of Blows, Serenity
2nd|
+2|
+3|
+3|
+3|Flying Jump Kick
3rd|
+3|
+3|
+3|
+3|Ki Strike
4th|
+4|
+4|
+4|
+4|Tranquility, Crane Style
5th|
+5|
+4|
+4|
+4|Enchanted Fist, Windmill Strike
6th|
+6/+1|
+5|
+5|
+5|Deflecting Palm
7th|
+7/+2|
+5|
+5|
+5|Stance of Peace, Typhoon Strike
8th|
+8/+3|
+6|
+6|
+6|Monkey Style, Wall Grip
9th|
+9/+4|
+6|
+6|
+6|Zephyr Throw
10th|
+10/+5|
+7|
+7|
+7|Snap Kick, Diamond Body
11th|
+11/+6/+1|
+7|
+7|
+7|Stone-splitting Strike
12th|
+12/+7/+2|
+8|
+8|
+8|Mantis Style
13th|
+13/+8/+3|
+8|
+8|
+8|Nerve Strike
14th|
+14/+9/+4|
+9|
+9|
+9|Stance of Destruction
15th|
+15/+10/+5|
+9|
+9|
+9|Harmonious Touch
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Serpent Style
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Mirror Strike
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Unearthly Speed
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Meteor Strike
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Tiger Style, Ascended Body[/table]
Weapon and Armor Proficiency: Monks are proficient with all simple weapons, plus the handaxe, kama, kusari-gama (DMG, pg. 144+145), nunchaku, sai, shuriken and siangham. They are not proficient with any kinds of armor or shields.
Improved Unarmed Strike (Ex): At 1st level, a Monk gains the Improved Unarmed Strike feat as a bonus feat. In addition, their Unarmed Strike inflicts more damage than another's, as indicated by the table below:
{table=head]Level|Small|Medium|Large
1st-3rd|1d6|1d8|1d10
4th-6th|2d4|2d6|2d8
7th-9th|2d6|2d8|2d10
10th-12th|3d4|3d6|3d8
13-15th|3d6|3d8|3d10
16th-19th|4d6|4d6|4d8
20th|4d8|4d8|4d8[/table]
In addition, the Monk may add his Dexterity to his attack and damage instead of his Strength when making unarmed strikes.
Flurry of Blows (Ex): Beginning at 1st level, a Monk can make an extra unarmed strike attack at his highest Base Attack Bonus whenever he makes an attack action (either as a standard action or a full attack) or an attack of opportunity.
Serenity (Ex): Beginning at 1st level, a Monk adds his Wisdom modifier plus one-fifth of his Monk level (rounded up) to his AC. In addition, he adds his Wisdom modifier, up to a maximum of his Monk level, to all saves. If the monk ever wears armor (not including magical sources of armor, such as Bracers of Armor or a Mass Mage Armor spell), a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Flying Jump Kick (Ex): By using a careful balance of forces and weight, the Monk can execute a powerful jumping attack. Beginning at 2nd level, at the end of a charge or his movement for a round that covers at least 10 feet, the Monk can make a Jump check before making his attack and inflict extra damage; the bonus damage is based on how well he jumps. A Monk cannot make this jump if he has not moved in the round. For the purposes of a Flying Jump Kick, teleportation is not considered movement; he must physically move at least 10 feet. If the Monk rolls under a 10, he does not execute the jump properly and does not gain bonus damage, but he still gets to attack as normal. If the monk is capable of making multiple attacks at the end of his movement or charge, he gains this damage bonus to all attacks.
{table=head]Result|Damage Bonus|Strength or Dexterity Bonus*
10-20|+1|1.5x
21-30|+2|2x
31-40|+3|2.5x
41-50|+4|3x
51+|+5|4x[/table]
*This bonus replaces the normal 1x Strength bonus for attacking with unarmed strikes.
Ki Strike (Ex): At 3rd level, a Monk achieves a level of intuition with his unarmed strikes that aids him in striking true and finding the point in an opponent's body that would cause the greatest damage. When making an unarmed strike, the Monk may add his Wisdom bonus to his attack and damage in addition to his Strength or Dexterity.
Tranquility (Ex): Beginning at 4th level, a Monk can transcend human strength using his willpower. He adds his Wisdom bonus to all Strength, Dexterity, and Constitution checks he makes. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Crane Style (Ex): At 4th level, a Monk masters the first style of the Jade Dragon Tower: that of the Crane. The Monk gains a 10' Enhancement bonus to his land speed for each Monk level he has (40' at level 4, 50' at level 5, and so on). In addition, he is always considered running when making a jump, he never takes falling damage as a result of a jump, and only takes damage from falling as if he had fallen 1/4 the distance (rounded down to the nearest 10 feet). If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Enchanted Fist (Ex): Beginning at 5th level, the Monk is able to have his unarmed strikes enchanted as if they were material weapons. Doing so does not incur a base weapon price (300 + the item's normal value), an XP cost for the crafter, and takes a fraction of the time that would normally be spent: it takes 1 hour per 10,000 gp in the enchantment's total price, to a maximum of 24 hours. The Monk may suppress his unarmed strikes' enchantments at will as a free action.
Windmill Strike (Ex): Beginning at 5th level, the Monk learns how to move, strike, and move again quickly. The Monk may, as a full round action, move half his speed, make a full attack, and move half his speed again. If he wishes to avoid attacks of opportunity, he must make a Tumble check for each half of movement.
Deflecting Palm (Ex): Beginning at 6th level, the Monk can deflect attacks aimed at him with precisely timed movements. Once per enemy per round, he may make an attack roll that opposes the attack directed at him. If his attack roll surpasses the enemy's attack roll, the attack is deflected and inflicts no damage to him. This ability can be used against melee attacks, ranged attacks, and spells target the Monk and require an attack roll. This ability cannot be used while flat-footed, incapacitated or when the Monk does not have at least one hand free and able to move.
Stance of Peace (Ex): Beginning at 7th level, the Monk can enter a state of ascended peace, granting him several powerful benefits but limiting his ability to inflict damage on others. While in the Stance of Peace, a Monk gains a +2 Deflection bonus to AC, a +2 Insight bonus to AC, and a +4 Dodge bonus to AC. He also gains Spell Resistance equal to 11 + his Monk level against enemy spells and spell-like abilities, and Damage Reduction/- equal to 1/2 his Monk level, rounded down. Whenever he is subjected to an effect that allows a save for half damage or a lessened effect, he suffers no ill effect at all if he successfully saves. He still suffers the full effect if he fails to save.
However, the Monk is incapable of inflicting lethal damage while in the Stance of Peace; all weapons he wields, and all unarmed strikes he makes, inflict nonlethal damage. He inflicts damage only equal to his Wisdom modifier with all attacks and may only make one attack per foe per round.
Entering the Stance of Peace requires a Standard action that provokes attacks of opportunity (but he is not interrupted if he takes damage from the attack). Leaving the Stance is a Swift action that does not provoke. The Stance of Peace lasts until it is cancelled.
Typhoon Strike (Ex): Beginning at 7th level, the Monk gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, the opponent stops as normal. However, the Monk's momentum carries through and crushes the opponent against the object, inflicting 6d6 + Unarmed Strike damage + 2x the Monk's Wisdom bonus. The Monk may choose to make an additional Strength check to break the object his opponent is forced in to; if he succeeds in breaking the object, the opponent continues moving backwards, still takes the damage for having crashed into the object, and must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone afterwards. An opponent that is subjected to this attack must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be winded from the attack: the victim may only take a single Standard Action or Move Action in his next round (in addition to a Swift Action).
At all times, the Monk also gains the ability to "throw" his unarmed strike by disrupting the flow of air between himself and his foe, giving him +5' reach when making unarmed strikes. He is still able to make attacks against adjacent foes, but is unable to make a Flurry of Blows or Snap Kick in a round in which he "throws" his unarmed strikes. He cannot grapple when using this ability, but can trip, disarm and bull rush as normal for a character with a reach weapon.
Monkey Style (Ex): Beginning at 8th level, the Monk achieves mastery over the second style of the Jade Dragon Tower: Monkey. The Monk no longer provokes Attacks of Opportunity when tripping, grappling or disarming foes. When making Grapple checks, the Monk gains a Size bonus as if he were two sizes larger than he actually is, and does not automatically fail to attempt to hold a creature that is two or more size categories larger than he is.
Wall Grip (Ex): Beginning at 8th level, a Monk may make part or all of his movement along a vertical surface or ceiling. He may end his movement on a vertical surface, but must make a DC 25 Balance check to end his movement on a ceiling. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Zephyr Throw (Ex): Beginning at 9th level, a Monk may grab, trip and throw an opponent into a group of foes, inflicting damage and causing those struck to fall. Executing a Zephyr Throw is a standard action. As part of this attack, the Monk must succeed on a melee touch attack against a foe. He can then make a trip attempt against that foe. The Monk gains a +8 bonus on the ability check. If he succeeds in tripping the foe, the Monk may throw him up to 20 feet away from him in a direction of his choice. The Monk selects his enemy’s destination square.
The target falls prone in that space and takes damage equal to twice the Monk's unarmed strike and falls prone. For every 5 points by which the Monk wins the opposed check, he gains an additional 5 feet of throw range. For example, if he wins by 10, he can place his foe in any space within 30 feet of him. If enemies are within 5 feet of a direct line between the Monk and the space the Monk's foe lands in, they must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone and suffer the same damage the thrown foe suffers.
Snap Kick (Ex): At 10th level, the Monk gains the Snap Kick (Tome of Battle, pg. 32) feat as a bonus feat. If the Monk already has the Snap Kick feat, he may choose another feat in its place for which he qualifies.
Diamond Body (Ex): Beginning at 10th level, the Monk's body automatically heals itself a small amount each round and naturally resists poisons and diseases. The Monk becomes immune to all poisons and diseases, and gains Fast Healing equal to 1/2 his Monk level (rounded down). The Monk may also inflict either Bludgeoning, Piercing or Slashing damage with his unarmed strikes. Changing the damage dealt is a free action and may be done at will.
Stone-splitting Strike (Ex): Beginning at 11th level, the Monk has honed his strikes to cut through armor, stone, and all other kinds of materials with ease. The Monk may ignore hardness and material-based Damage Reduction, such as Adamantine, Cold Iron and Alchemical Silver, when making attacks against creatures or objects.
Mantis Style (Ex): At 12th level, the Monk masters the third style of the Jade Dragon Tower: Mantis. When an opponent adjacent to the Monk moves, he can, as an immediate action, move to any square adjacent to the opponent as soon as he stops moving as long as the distance the Monk travels is less than or equal to his speed. This movement does not provoke attacks of opportunity. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Nerve Strike (Ex): By finding just the right point, a Monk may temporarily disable a foe by making a Nerve Strike. Beginning at 13th level, the Monk may study a foe as a standard action. Afterwards, at any time in the same encounter the Monk may initiate a Nerve Strike as a standard action. A Nerve Strike is a melee touch attack that does not provoke attacks of opportunity; the victim of a Nerve Strike must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be paralyzed for 1 round per Monk level.
Stance of Destruction (Ex): Beginning at 14th level, a Monk may enter a stance of controlled power, making him much more dangerous but limiting his ability to engage in social or mental activities. Entering the Stance of Destruction requires a Swift action and lasts for 1 round per point of Wisdom bonus the Monk has. Once in the Stance of Destruction, the Monk gains a +6 bonus to Strength and Constitution, a +3 bonus to Reflex saves and a -2 penalty to AC. He becomes immune to fear effects, but cannot make any Intelligence-, Wisdom- or Charisma-based skill checks. The Monk becomes exhausted for 1 round after exiting the Stance of Destruction, and may only enter it once per encounter a number of times per day equal to his Wisdom modifier.
While in the Stance of Destruction, the Monk may also make a special attack as a full round action. He may make up to two unarmed strike attacks against all enemies within 10' of himself with a +4 bonus to hit. He may use Flurry of Blows or Snap Kick in conjunction with this ability, but only gains 1 extra attack against 1 enemy for each ability used.
While in the Stance of Destruction, the Monk is considered to be under the effects of a Freedom of Movement spell and may damage objects normally immune to damage, such as Force Walls and riverine. A single attack or sunder attempt destroys a single 5'x5' section of a Force Wall or Force Cage, and inflicts 1/3 of a riverine weapon's or other force object's "hit points".
A Monk may not enter a Stance of Destruction and a Stance of Peace at the same time. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Harmonious Touch (Ex): Beginning at 15th level, a Monk may bring a creature to peaceful harmony by making a special strike. Making a Harmonious Touch is a standard action that does not provoke attacks of opportunity. The victim of a Harmonious Touch must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifer) or suffer nonlethal damage equal to its hit point total, bringing it to unconsciousness. The victim remains unconscious even if its nonlethal damage is healed for 1 day per Monk level. While unconscious, the victim's body functions slow down dramatically, and it becomes almost frozen in time. The victim's body suffers no damage while unconscious, and does not require food, water, air or other basic necessities until it reawakens. Harmonious Touch does not work against creatures that are immune to nonlethal damage. A Monk capable of using Harmonious Touch is also capable of waking the creature, regardless of whether the Monk was the one to incapacitate it.
Serpent Style (Ex): At 16th level, the Monk masters the fourth style of the Jade Dragon Tower: Serpent. The Monk gains the Improved Grab ability and can deal Constrict damage equal to his unarmed strike damage plus his Wisdom modifier. The Monk may initiate a grapple with Improved Grab against creatures of any size. In addition, whenever the Monk makes a Nerve Strike, a victim that fails its save suffers 3 points of Strength, Dexterity, or Constitution damage of the Monk's choosing; the damage from this ability cannot bring a creature's ability score below 1. A creature that successfully saves instead takes 1 point of Strength, Dexterity, or Constitution damage of the Monk's choosing.
Mirror Strike (Ex): Beginning at 17th level, whenever the Monk successfully deflects an attack with Deflecting Palm, he may choose to redirect the attack against the creature that made it, even if it is a ranged attack or spell. The Monk uses his attack roll to determine whether or not the creature's attack hits itself. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Unearthly Speed (Ex): Beginning at 18th level, the Monk achieves a speed few can match. While the Monk is moving, all attacks have a 50% chance to miss him. In addition, the Monk may, once per encounter, teleport a distance up to twice his speed as a swift action. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Meteor Strike (Ex): Beginning at 19th level, the Monk may execute an attack that strikes like a meteorite falling to earth. If the Monk falls at least 100 feet onto a foe and makes an unarmed strike, he deals an additional 100 damage. If he makes multiple unarmed strikes, only the first deals additional damage. In addition, creatures within 30 feet of the impact (including the victim) must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be pressed into the ground; getting up for those that fail their Reflex save is a full round action. In addition, the Monk becomes immune to all falling damage, regardless of the distance fallen.
Tiger Style (Ex): Upon attaining 20th level, the Monk masters the final style of the Jade Dragon Tower: Tiger. At all times, the Monk acts as if Hasted and may, once per encounter, either take two full round actions in the same turn, or for one round, take a second turn in which his initiative count is 10 lower (so if he rolls a 28 and his enemies roll 24 and 17, he acts first, the first enemy may act, and then the Monk may decide to take a second turn at Initiative count 18, and act before the second enemy). If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Ascended Body (Ex): Upon reaching 20th level, the Monk's body completes its transformation into a perfect self, in unison with spirit and body. The Monk loses his creature type and becomes typeless; he may still accept spells that would target humanoids if he desires. He also becomes ageless, ignoring the penalties from aging but still gaining the benefits associated with it (+3 Intelligence, +3 Wisdom, and +3 Charisma).
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Feats
Armed Monk
Requirements: Monk level 3
Bonus: When making an attack with a weapon you are proficient with, you instead inflict damage with that weapon equal to your unarmed strike damage.
Militant Monk
Requirements: Monk level 6, Armed Monk
Bonus: Choose a single weapon you are proficient with. You can now make attacks with that weapon instead of your unarmed strike for class abilities that grant an extra unarmed strike (such as Flurry of Blows or Snap Kick) or require that you make an unarmed strike (such as Meteor Strike or Flying Jump Kick).
Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, you select a different weapon for its bonus to apply to.
Jade Dragon Scholar
Requirements: Monk level 1, 1st level character
Bonus: You realize that, through study, you can improve upon the skills set upon you by your masters, who rely upon meditation and peace. All class abilities that derive a numerical value from your Wisdom instead derive their numerical value from your Intelligence. These include:
The effects of Serenity, Ki Strike, Tranquility, Stance of Peace and Typhoon Strike.
The DCs of Typhoon Strike, Zephyr Throw, Nerve Strike, Harmonious Touch and Meteor Strike.
The duration of your Stance of Destruction.
In addition, add all Knowledge skills to your list of class skills.
Jade Dragon Savant
Requirements: Monk level 1, 1st level character
Bonus: You are naturally good at what you do, and can use your personal strength to bring out the best of your skillset. All class abilities that derive a numerical value from your Wisdom instead derive their numerical value from your Charisma. These include:
The effects of Serenity, Ki Strike, Tranquility, Stance of Peace and Typhoon Strike.
The DCs of Typhoon Strike, Zephyr Throw, Nerve Strike, Harmonious Touch and Meteor Strike.
The duration of your Stance of Destruction.
In addition, add Bluff, Perform and Use Magic Device to your list of class skills.
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Alternate Class Feature: Chaos Brother
Unlike the monks of the Jade Dragon Tower, the Chaos Brothers of the Ivory Monastery embrace change, chaos and power. Though they do not actively seek to bring pain and suffering, their ways have attracted unwholesome individuals in the past, and the Jade Dragon Tower's influence has given them a less than admirable reputation.
Alignment: Any Chaotic. If a Chaos Brother ceases being Chaotic, he can no longer progress as a Monk. However, he still keeps his class features and may progress as a Monk once again if he becomes Chaotic again.
Class Skills: Remove Decipher Script, Diplomacy, Knowledge (History) and Profession. Add Bluff, Forgery, and Knowledge (Local).
Weapon Proficiency: Remove Handaxe, Kusari-gama, and Kama. Add Flail, Heavy Flail and Dire Flail.
Chaos Body: Replaces Ascended Body. A 20th level Chaos Brother becomes immune to spells that attempt to change or transfix his body's shape (such as Polymorph or Flesh to Stone). He may choose to instead accept these spells as a free action.
Alternate Class Feature: Disciple of Balance
Relatively unknown in the world are the Disciples of Balance, a group based within the hidden Onyx Temple. They are most often hidden agents, altering fates and agendas to better ensure balance and, hopefully, harmony in the world.
Alignment: Any Neutral. If a Disciple ceases being Neutral, he can no longer progress as a Monk. However, he still keeps his class features and may progress as a Monk once again if he becomes Neutral again.
Class Skills: Remove Concentration, Knowledge (arcana), Knowledge (religion) and Profession. Add Bluff, Disguise, Knowledge (nobility and royalty) and Knowledge (the Planes).
Weapon Proficiency: Remove Handaxe, Kusari-gama and Kama. Add Shortsword, Longsword and Bastard Sword.
Planar Body: Replaces Ascended Body. A 20th level Disciple of Balance becomes an Outsider, but may choose, as a free action, to be considered a member of his previous type for the purposes of whether or not a spell can affect him.
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Preemptive notes: This isn't meant to be paired with other classes via the Ascetic <Class> feats or Tashalatora since it is missing some of the abilities referenced in those feats. Monastic Training is likewise unnecessary, because this class doesn't limit multiclassing (but still must remain Lawful). Yes, the Unarmed Strike damage table is correct: everyone ends up doing 4d8.
Changelog:
Flurry of Blows only works on attack actions and Attacks of Opportunity.
Crane Style reduced to 10 ft./level instead of 15 ft./level.
Enchanted Fist can be suppressed to prevent lost appendages to Vorpal High Fives and scars from Burning Back-Pats.
Stance of Peace now causes the Monk to only inflict damage equal to his Wisdom modifier.
Typhoon Strike can now break objects behind the victim, sending them flying (and possibly sprawling) further back.
Monkey Style no longer grants the +4 bonuses associated with the Improved series of feats.
Snap Kick can grant a different feat if the Monk already has that feat.
Stone-splitting Strike has been made more clear.
Stance of Destruction has been changed slightly: The Monk can make a special attack against all nearby foes, cannot make Wisdom checks and is only exhausted for 1 round.
Stance of Destruction's first line also should no longer sound like engrish.
Serpent Style's ability damage has been clarified in that the Monk chooses which damage type he inflicts.
Meteor Strike now grants full fall damage immunity, and only requires 100 feet of falling instead of 1/2 speed.
Ascended Body no longer grants Regeneration.
Reworded several abilities to be more clear.
Increased the Jump DCs for Flying Jump Kick to reflect the bonuses granted by Crane Style.
Stance of Destruction no longer grants effective Wraithstrike.
Added two ACFs: Chaos Brother and Disciple of Balance.
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MONK
http://fc00.deviantart.net/fs71/i/2010/352/9/7/dnd_character___monk_by_regocreations-d355rzz.jpg (http://browse.deviantart.com/?qh=§ion=&q=monk+dnd+character#/d355rzz.jpg)
It is not the duty of a monk to bring about pain and destruction. It is their duty to be the harbinger of peace. Sometimes, pain and destruction are necessary tools in bringing peace, but this is not often. Harmony, unison and balance are often the best ways to spread peace.
~ A scroll hung on a wall of the Jade Dragon Tower
GAME RULE INFORMATION
Monks have the following game statistics.
Abilities: Wisdom, either Strength or Dexterity, and Constitution are good scores for a Monk to invest in. Almost all of the Monk's abilities function off of Wisdom, and he determines his attacks with either Strength or Dexterity (which also boost his carrying capacity and his AC/reflex saves). Constitution helps keep the Monk in the fray when he needs to be there.
Alignment: Any Lawful. If a Monk ceases to be Lawful, he cannot progress further as a Monk, but may keep all abilities he already has. If he manages to become Lawful again, he can continue his training.
Hit Die: d10
Starting Age: As Cleric
Starting Gold: 6d10
Class Skills
The Monk's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
The Monk
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+2|Improved Unarmed Strike, Flurry of Blows, Serenity
2nd|
+2|
+3|
+3|
+3|Flying Jump Kick
3rd|
+3|
+3|
+3|
+3|Ki Strike
4th|
+4|
+4|
+4|
+4|Tranquility, Crane Style
5th|
+5|
+4|
+4|
+4|Enchanted Fist, Windmill Strike
6th|
+6/+1|
+5|
+5|
+5|Deflecting Palm
7th|
+7/+2|
+5|
+5|
+5|Stance of Peace, Typhoon Strike
8th|
+8/+3|
+6|
+6|
+6|Monkey Style, Wall Grip
9th|
+9/+4|
+6|
+6|
+6|Zephyr Throw
10th|
+10/+5|
+7|
+7|
+7|Snap Kick, Diamond Body
11th|
+11/+6/+1|
+7|
+7|
+7|Stone-splitting Strike
12th|
+12/+7/+2|
+8|
+8|
+8|Mantis Style
13th|
+13/+8/+3|
+8|
+8|
+8|Nerve Strike
14th|
+14/+9/+4|
+9|
+9|
+9|Stance of Destruction
15th|
+15/+10/+5|
+9|
+9|
+9|Harmonious Touch
16th|
+16/+11/+6/+1|
+10|
+10|
+10|Serpent Style
17th|
+17/+12/+7/+2|
+10|
+10|
+10|Mirror Strike
18th|
+18/+13/+8/+3|
+11|
+11|
+11|Unearthly Speed
19th|
+19/+14/+9/+4|
+11|
+11|
+11|Meteor Strike
20th|
+20/+15/+10/+5|
+12|
+12|
+12|Tiger Style, Ascended Body[/table]
Weapon and Armor Proficiency: Monks are proficient with all simple weapons, plus the handaxe, kama, kusari-gama (DMG, pg. 144+145), nunchaku, sai, shuriken and siangham. They are not proficient with any kinds of armor or shields.
Improved Unarmed Strike (Ex): At 1st level, a Monk gains the Improved Unarmed Strike feat as a bonus feat. In addition, their Unarmed Strike inflicts more damage than another's, as indicated by the table below:
{table=head]Level|Small|Medium|Large
1st-3rd|1d6|1d8|1d10
4th-6th|2d4|2d6|2d8
7th-9th|2d6|2d8|2d10
10th-12th|3d4|3d6|3d8
13-15th|3d6|3d8|3d10
16th-19th|4d6|4d6|4d8
20th|4d8|4d8|4d8[/table]
In addition, the Monk may add his Dexterity to his attack and damage instead of his Strength when making unarmed strikes.
Flurry of Blows (Ex): Beginning at 1st level, a Monk can make an extra unarmed strike attack at his highest Base Attack Bonus whenever he makes an attack action (either as a standard action or a full attack) or an attack of opportunity.
Serenity (Ex): Beginning at 1st level, a Monk adds his Wisdom modifier plus one-fifth of his Monk level (rounded up) to his AC. In addition, he adds his Wisdom modifier, up to a maximum of his Monk level, to all saves. If the monk ever wears armor (not including magical sources of armor, such as Bracers of Armor or a Mass Mage Armor spell), a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Flying Jump Kick (Ex): By using a careful balance of forces and weight, the Monk can execute a powerful jumping attack. Beginning at 2nd level, at the end of a charge or his movement for a round that covers at least 10 feet, the Monk can make a Jump check before making his attack and inflict extra damage; the bonus damage is based on how well he jumps. A Monk cannot make this jump if he has not moved in the round. For the purposes of a Flying Jump Kick, teleportation is not considered movement; he must physically move at least 10 feet. If the Monk rolls under a 10, he does not execute the jump properly and does not gain bonus damage, but he still gets to attack as normal. If the monk is capable of making multiple attacks at the end of his movement or charge, he gains this damage bonus to all attacks.
{table=head]Result|Damage Bonus|Strength or Dexterity Bonus*
10-20|+1|1.5x
21-30|+2|2x
31-40|+3|2.5x
41-50|+4|3x
51+|+5|4x[/table]
*This bonus replaces the normal 1x Strength bonus for attacking with unarmed strikes.
Ki Strike (Ex): At 3rd level, a Monk achieves a level of intuition with his unarmed strikes that aids him in striking true and finding the point in an opponent's body that would cause the greatest damage. When making an unarmed strike, the Monk may add his Wisdom bonus to his attack and damage in addition to his Strength or Dexterity.
Tranquility (Ex): Beginning at 4th level, a Monk can transcend human strength using his willpower. He adds his Wisdom bonus to all Strength, Dexterity, and Constitution checks he makes. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Crane Style (Ex): At 4th level, a Monk masters the first style of the Jade Dragon Tower: that of the Crane. The Monk gains a 10' Enhancement bonus to his land speed for each Monk level he has (40' at level 4, 50' at level 5, and so on). In addition, he is always considered running when making a jump, he never takes falling damage as a result of a jump, and only takes damage from falling as if he had fallen 1/4 the distance (rounded down to the nearest 10 feet). If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Enchanted Fist (Ex): Beginning at 5th level, the Monk is able to have his unarmed strikes enchanted as if they were material weapons. Doing so does not incur a base weapon price (300 + the item's normal value), an XP cost for the crafter, and takes a fraction of the time that would normally be spent: it takes 1 hour per 10,000 gp in the enchantment's total price, to a maximum of 24 hours. The Monk may suppress his unarmed strikes' enchantments at will as a free action.
Windmill Strike (Ex): Beginning at 5th level, the Monk learns how to move, strike, and move again quickly. The Monk may, as a full round action, move half his speed, make a full attack, and move half his speed again. If he wishes to avoid attacks of opportunity, he must make a Tumble check for each half of movement.
Deflecting Palm (Ex): Beginning at 6th level, the Monk can deflect attacks aimed at him with precisely timed movements. Once per enemy per round, he may make an attack roll that opposes the attack directed at him. If his attack roll surpasses the enemy's attack roll, the attack is deflected and inflicts no damage to him. This ability can be used against melee attacks, ranged attacks, and spells target the Monk and require an attack roll. This ability cannot be used while flat-footed, incapacitated or when the Monk does not have at least one hand free and able to move.
Stance of Peace (Ex): Beginning at 7th level, the Monk can enter a state of ascended peace, granting him several powerful benefits but limiting his ability to inflict damage on others. While in the Stance of Peace, a Monk gains a +2 Deflection bonus to AC, a +2 Insight bonus to AC, and a +4 Dodge bonus to AC. He also gains Spell Resistance equal to 11 + his Monk level against enemy spells and spell-like abilities, and Damage Reduction/- equal to 1/2 his Monk level, rounded down. Whenever he is subjected to an effect that allows a save for half damage or a lessened effect, he suffers no ill effect at all if he successfully saves. He still suffers the full effect if he fails to save.
However, the Monk is incapable of inflicting lethal damage while in the Stance of Peace; all weapons he wields, and all unarmed strikes he makes, inflict nonlethal damage. He inflicts damage only equal to his Wisdom modifier with all attacks and may only make one attack per foe per round.
Entering the Stance of Peace requires a Standard action that provokes attacks of opportunity (but he is not interrupted if he takes damage from the attack). Leaving the Stance is a Swift action that does not provoke. The Stance of Peace lasts until it is cancelled.
Typhoon Strike (Ex): Beginning at 7th level, the Monk gains a special benefit when making a bull rush. If he forces an opponent to move into a wall or other solid object, the opponent stops as normal. However, the Monk's momentum carries through and crushes the opponent against the object, inflicting 6d6 + Unarmed Strike damage + 2x the Monk's Wisdom bonus. The Monk may choose to make an additional Strength check to break the object his opponent is forced in to; if he succeeds in breaking the object, the opponent continues moving backwards, still takes the damage for having crashed into the object, and must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone afterwards. An opponent that is subjected to this attack must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be winded from the attack: the victim may only take a single Standard Action or Move Action in his next round (in addition to a Swift Action).
At all times, the Monk also gains the ability to "throw" his unarmed strike by disrupting the flow of air between himself and his foe, giving him +5' reach when making unarmed strikes. He is still able to make attacks against adjacent foes, but is unable to make a Flurry of Blows or Snap Kick in a round in which he "throws" his unarmed strikes. He cannot grapple when using this ability, but can trip, disarm and bull rush as normal for a character with a reach weapon.
Monkey Style (Ex): Beginning at 8th level, the Monk achieves mastery over the second style of the Jade Dragon Tower: Monkey. The Monk no longer provokes Attacks of Opportunity when tripping, grappling or disarming foes. When making Grapple checks, the Monk gains a Size bonus as if he were two sizes larger than he actually is, and does not automatically fail to attempt to hold a creature that is two or more size categories larger than he is.
Wall Grip (Ex): Beginning at 8th level, a Monk may make part or all of his movement along a vertical surface or ceiling. He may end his movement on a vertical surface, but must make a DC 25 Balance check to end his movement on a ceiling. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Zephyr Throw (Ex): Beginning at 9th level, a Monk may grab, trip and throw an opponent into a group of foes, inflicting damage and causing those struck to fall. Executing a Zephyr Throw is a standard action. As part of this attack, the Monk must succeed on a melee touch attack against a foe. He can then make a trip attempt against that foe. The Monk gains a +8 bonus on the ability check. If he succeeds in tripping the foe, the Monk may throw him up to 20 feet away from him in a direction of his choice. The Monk selects his enemy’s destination square.
The target falls prone in that space and takes damage equal to twice the Monk's unarmed strike and falls prone. For every 5 points by which the Monk wins the opposed check, he gains an additional 5 feet of throw range. For example, if he wins by 10, he can place his foe in any space within 30 feet of him. If enemies are within 5 feet of a direct line between the Monk and the space the Monk's foe lands in, they must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or fall prone and suffer the same damage the thrown foe suffers.
Snap Kick (Ex): At 10th level, the Monk gains the Snap Kick (Tome of Battle, pg. 32) feat as a bonus feat. If the Monk already has the Snap Kick feat, he may choose another feat in its place for which he qualifies.
Diamond Body (Ex): Beginning at 10th level, the Monk's body automatically heals itself a small amount each round and naturally resists poisons and diseases. The Monk becomes immune to all poisons and diseases, and gains Fast Healing equal to 1/2 his Monk level (rounded down). The Monk may also inflict either Bludgeoning, Piercing or Slashing damage with his unarmed strikes. Changing the damage dealt is a free action and may be done at will.
Stone-splitting Strike (Ex): Beginning at 11th level, the Monk has honed his strikes to cut through armor, stone, and all other kinds of materials with ease. The Monk may ignore hardness and material-based Damage Reduction, such as Adamantine, Cold Iron and Alchemical Silver, when making attacks against creatures or objects.
Mantis Style (Ex): At 12th level, the Monk masters the third style of the Jade Dragon Tower: Mantis. When an opponent adjacent to the Monk moves, he can, as an immediate action, move to any square adjacent to the opponent as soon as he stops moving as long as the distance the Monk travels is less than or equal to his speed. This movement does not provoke attacks of opportunity. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Nerve Strike (Ex): By finding just the right point, a Monk may temporarily disable a foe by making a Nerve Strike. Beginning at 13th level, the Monk may study a foe as a standard action. Afterwards, at any time in the same encounter the Monk may initiate a Nerve Strike as a standard action. A Nerve Strike is a melee touch attack that does not provoke attacks of opportunity; the victim of a Nerve Strike must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be paralyzed for 1 round per Monk level.
Stance of Destruction (Ex): Beginning at 14th level, a Monk may enter a stance of controlled power, making him much more dangerous but limiting his ability to engage in social or mental activities. Entering the Stance of Destruction requires a Swift action and lasts for 1 round per point of Wisdom bonus the Monk has. Once in the Stance of Destruction, the Monk gains a +6 bonus to Strength and Constitution, a +3 bonus to Reflex saves and a -2 penalty to AC. He becomes immune to fear effects, but cannot make any Intelligence-, Wisdom- or Charisma-based skill checks. The Monk becomes exhausted for 1 round after exiting the Stance of Destruction, and may only enter it once per encounter a number of times per day equal to his Wisdom modifier.
While in the Stance of Destruction, the Monk may also make a special attack as a full round action. He may make up to two unarmed strike attacks against all enemies within 10' of himself with a +4 bonus to hit. He may use Flurry of Blows or Snap Kick in conjunction with this ability, but only gains 1 extra attack against 1 enemy for each ability used.
While in the Stance of Destruction, the Monk is considered to be under the effects of a Freedom of Movement spell and may damage objects normally immune to damage, such as Force Walls and riverine. A single attack or sunder attempt destroys a single 5'x5' section of a Force Wall or Force Cage, and inflicts 1/3 of a riverine weapon's or other force object's "hit points".
A Monk may not enter a Stance of Destruction and a Stance of Peace at the same time. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Harmonious Touch (Ex): Beginning at 15th level, a Monk may bring a creature to peaceful harmony by making a special strike. Making a Harmonious Touch is a standard action that does not provoke attacks of opportunity. The victim of a Harmonious Touch must make a successful Fortitude save (DC 10 + 1/2 the Monk's level + his Wisdom modifer) or suffer nonlethal damage equal to its hit point total, bringing it to unconsciousness. The victim remains unconscious even if its nonlethal damage is healed for 1 day per Monk level. While unconscious, the victim's body functions slow down dramatically, and it becomes almost frozen in time. The victim's body suffers no damage while unconscious, and does not require food, water, air or other basic necessities until it reawakens. Harmonious Touch does not work against creatures that are immune to nonlethal damage. A Monk capable of using Harmonious Touch is also capable of waking the creature, regardless of whether the Monk was the one to incapacitate it.
Serpent Style (Ex): At 16th level, the Monk masters the fourth style of the Jade Dragon Tower: Serpent. The Monk gains the Improved Grab ability and can deal Constrict damage equal to his unarmed strike damage plus his Wisdom modifier. The Monk may initiate a grapple with Improved Grab against creatures of any size. In addition, whenever the Monk makes a Nerve Strike, a victim that fails its save suffers 3 points of Strength, Dexterity, or Constitution damage of the Monk's choosing; the damage from this ability cannot bring a creature's ability score below 1. A creature that successfully saves instead takes 1 point of Strength, Dexterity, or Constitution damage of the Monk's choosing.
Mirror Strike (Ex): Beginning at 17th level, whenever the Monk successfully deflects an attack with Deflecting Palm, he may choose to redirect the attack against the creature that made it, even if it is a ranged attack or spell. The Monk uses his attack roll to determine whether or not the creature's attack hits itself. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Unearthly Speed (Ex): Beginning at 18th level, the Monk achieves a speed few can match. While the Monk is moving, all attacks have a 50% chance to miss him. In addition, the Monk may, once per encounter, teleport a distance up to twice his speed as a swift action. If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Meteor Strike (Ex): Beginning at 19th level, the Monk may execute an attack that strikes like a meteorite falling to earth. If the Monk falls at least 100 feet onto a foe and makes an unarmed strike, he deals an additional 100 damage. If he makes multiple unarmed strikes, only the first deals additional damage. In addition, creatures within 30 feet of the impact (including the victim) must make a successful Reflex save (DC 10 + 1/2 the Monk's level + his Wisdom modifier) or be pressed into the ground; getting up for those that fail their Reflex save is a full round action. In addition, the Monk becomes immune to all falling damage, regardless of the distance fallen.
Tiger Style (Ex): Upon attaining 20th level, the Monk masters the final style of the Jade Dragon Tower: Tiger. At all times, the Monk acts as if Hasted and may, once per encounter, either take two full round actions in the same turn, or for one round, take a second turn in which his initiative count is 10 lower (so if he rolls a 28 and his enemies roll 24 and 17, he acts first, the first enemy may act, and then the Monk may decide to take a second turn at Initiative count 18, and act before the second enemy). If the monk ever wears armor, a shield, or carries a load heavier than a light load, he loses this bonus until he removes it or drops weight until he is carrying a light load.
Ascended Body (Ex): Upon reaching 20th level, the Monk's body completes its transformation into a perfect self, in unison with spirit and body. The Monk loses his creature type and becomes typeless; he may still accept spells that would target humanoids if he desires. He also becomes ageless, ignoring the penalties from aging but still gaining the benefits associated with it (+3 Intelligence, +3 Wisdom, and +3 Charisma).
----------------------------------------------------------------------
Feats
Armed Monk
Requirements: Monk level 3
Bonus: When making an attack with a weapon you are proficient with, you instead inflict damage with that weapon equal to your unarmed strike damage.
Militant Monk
Requirements: Monk level 6, Armed Monk
Bonus: Choose a single weapon you are proficient with. You can now make attacks with that weapon instead of your unarmed strike for class abilities that grant an extra unarmed strike (such as Flurry of Blows or Snap Kick) or require that you make an unarmed strike (such as Meteor Strike or Flying Jump Kick).
Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, you select a different weapon for its bonus to apply to.
Jade Dragon Scholar
Requirements: Monk level 1, 1st level character
Bonus: You realize that, through study, you can improve upon the skills set upon you by your masters, who rely upon meditation and peace. All class abilities that derive a numerical value from your Wisdom instead derive their numerical value from your Intelligence. These include:
The effects of Serenity, Ki Strike, Tranquility, Stance of Peace and Typhoon Strike.
The DCs of Typhoon Strike, Zephyr Throw, Nerve Strike, Harmonious Touch and Meteor Strike.
The duration of your Stance of Destruction.
In addition, add all Knowledge skills to your list of class skills.
Jade Dragon Savant
Requirements: Monk level 1, 1st level character
Bonus: You are naturally good at what you do, and can use your personal strength to bring out the best of your skillset. All class abilities that derive a numerical value from your Wisdom instead derive their numerical value from your Charisma. These include:
The effects of Serenity, Ki Strike, Tranquility, Stance of Peace and Typhoon Strike.
The DCs of Typhoon Strike, Zephyr Throw, Nerve Strike, Harmonious Touch and Meteor Strike.
The duration of your Stance of Destruction.
In addition, add Bluff, Perform and Use Magic Device to your list of class skills.
----------------------------------------------------------------------
Alternate Class Feature: Chaos Brother
Unlike the monks of the Jade Dragon Tower, the Chaos Brothers of the Ivory Monastery embrace change, chaos and power. Though they do not actively seek to bring pain and suffering, their ways have attracted unwholesome individuals in the past, and the Jade Dragon Tower's influence has given them a less than admirable reputation.
Alignment: Any Chaotic. If a Chaos Brother ceases being Chaotic, he can no longer progress as a Monk. However, he still keeps his class features and may progress as a Monk once again if he becomes Chaotic again.
Class Skills: Remove Decipher Script, Diplomacy, Knowledge (History) and Profession. Add Bluff, Forgery, and Knowledge (Local).
Weapon Proficiency: Remove Handaxe, Kusari-gama, and Kama. Add Flail, Heavy Flail and Dire Flail.
Chaos Body: Replaces Ascended Body. A 20th level Chaos Brother becomes immune to spells that attempt to change or transfix his body's shape (such as Polymorph or Flesh to Stone). He may choose to instead accept these spells as a free action.
Alternate Class Feature: Disciple of Balance
Relatively unknown in the world are the Disciples of Balance, a group based within the hidden Onyx Temple. They are most often hidden agents, altering fates and agendas to better ensure balance and, hopefully, harmony in the world.
Alignment: Any Neutral. If a Disciple ceases being Neutral, he can no longer progress as a Monk. However, he still keeps his class features and may progress as a Monk once again if he becomes Neutral again.
Class Skills: Remove Concentration, Knowledge (arcana), Knowledge (religion) and Profession. Add Bluff, Disguise, Knowledge (nobility and royalty) and Knowledge (the Planes).
Weapon Proficiency: Remove Handaxe, Kusari-gama and Kama. Add Shortsword, Longsword and Bastard Sword.
Planar Body: Replaces Ascended Body. A 20th level Disciple of Balance becomes an Outsider, but may choose, as a free action, to be considered a member of his previous type for the purposes of whether or not a spell can affect him.
----------------------------------------------------------------------
Preemptive notes: This isn't meant to be paired with other classes via the Ascetic <Class> feats or Tashalatora since it is missing some of the abilities referenced in those feats. Monastic Training is likewise unnecessary, because this class doesn't limit multiclassing (but still must remain Lawful). Yes, the Unarmed Strike damage table is correct: everyone ends up doing 4d8.
Changelog:
Flurry of Blows only works on attack actions and Attacks of Opportunity.
Crane Style reduced to 10 ft./level instead of 15 ft./level.
Enchanted Fist can be suppressed to prevent lost appendages to Vorpal High Fives and scars from Burning Back-Pats.
Stance of Peace now causes the Monk to only inflict damage equal to his Wisdom modifier.
Typhoon Strike can now break objects behind the victim, sending them flying (and possibly sprawling) further back.
Monkey Style no longer grants the +4 bonuses associated with the Improved series of feats.
Snap Kick can grant a different feat if the Monk already has that feat.
Stone-splitting Strike has been made more clear.
Stance of Destruction has been changed slightly: The Monk can make a special attack against all nearby foes, cannot make Wisdom checks and is only exhausted for 1 round.
Stance of Destruction's first line also should no longer sound like engrish.
Serpent Style's ability damage has been clarified in that the Monk chooses which damage type he inflicts.
Meteor Strike now grants full fall damage immunity, and only requires 100 feet of falling instead of 1/2 speed.
Ascended Body no longer grants Regeneration.
Reworded several abilities to be more clear.
Increased the Jump DCs for Flying Jump Kick to reflect the bonuses granted by Crane Style.
Stance of Destruction no longer grants effective Wraithstrike.
Added two ACFs: Chaos Brother and Disciple of Balance.