Heliomance
2015-06-12, 05:53 PM
So, the Monk sucks. We know this. But it has so much flavour, we wish it could be more. This is my attempt at bringing the Monk up to T3, giving it some unique and fun abilities, and maybe making it useful for caster killing, like it looks like it should be.
Monk
Alignment: Any lawful
Hit Dice: d10
Class Skills
The Monk's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 6 + int
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Damage
Speed Bonus
1st
+1
+2
+2
+2
Unarmed Strike, Path of Enlightenment, Flurry of Blows, Lightfoot Style
1d6
+0ft
2nd
+2
+3
+3
+3
Evasion, Bonus Feat
1d6
+0ft
3rd
+3
+3
+3
+3
Purity of Mind, Bonus Feat
1d6
+10ft
4th
+4
+4
+4
+4
Ki Strike (Magic)
1d8
+10ft
5th
+5
+4
+4
+4
Purity of Body
1d8
+10ft
6th
+6
+5
+5
+5
Tongue of the Sun and Moon, Bonus Feat
1d8
+20ft
7th
+7
+5
+5
+5
Mettle
1d8
+20ft
8th
+8
+6
+6
+6
Abundant Step
1d10
+20ft
9th
+9
+6
+6
+6
Improved Evasion
1d10
+30ft
10th
+10
+7
+7
+7
Ki Strike (Lawful), Diamond Soul
1d10
+30ft
11th
+11
+7
+7
+7
Greater Flurry, Enlightened Strike, Diamond Body
1d10
+30ft
12th
+12
+8
+8
+8
Enlightened Perception
2d6
+40ft
13th
+13
+8
+8
+8
Empty Body
2d6
+40ft
14th
+14
+9
+9
+9
Bonus Feat
2d6
+40ft
15th
+15
+9
+9
+9
Ascetic Mastery
2d6
+50ft
16th
+16
+10
+10
+10
Ki Strike (Adamantine)
2d8
+50ft
17th
+17
+10
+10
+10
Timeless Body
2d8
+50ft
18th
+18
+11
+11
+11
One with Emptiness
2d8
+60ft
19th
+19
+11
+11
+11
Foresight
2d8
+60ft
20th
+20
+12
+12
+12
Perfect Self, Transcendence of All Things
2d10
+60ft
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling, and with their unarmed strike.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Unarmed Strike (Ex)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on the table. The unarmed damage on the table is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see PHB.
Monks may use enchanted handwraps to improve their unarmed strike. These magic items are enchanted like weapons, occupy the hands slot, and apply their enhancements to the unarmed strike of the monk wearing them. They may not, however, be made of special materials.
Flurry of Blows (Ex)
Once per round, whenever an unarmored monk attacks with one or special monk weapons (including a standard attack, full attack, or even an attack of opportunity) she may choose to make a flurry of blows. If she does, all of her attack rolls that round receive a -2 penalty to hit (including AoOs made later in the same round). In exchange, she makes one additional attack with any of her special monk weapons at her highest base attack bonus. A monk always applies her strength bonus (instead of 1.5x or 1/2 her strength bonus) to all of her attacks when making a flurry of blows.
At level 5 the penalty to attack rolls is reduced to -1 and at level 9 no penalty is received.
The following count as special monk weapons: Unarmed strike, kama, nunchaku, quarterstaff, sai, shuriken, and siangham. Other weapons may count as special monk weapons with DM permission.
Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Path of Enlightenment (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) plus half her Monk level as an insight bonus to her AC. She may also add one point of Wisdom bonus (if any) per Monk level to attack and damage with all special Monk weapons (including her unarmed strike). She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Lightfoot Style (Su)
As part of their search for enlightenment, monks gradually become less attached to the world. Lightfoot Style allows a monk to break free of the call of gravity. She may treat all falls as if they were half the height they actually are for the purposes of calculating damage sustained.
The monk may make a DC 15 Balance check to balance upon any solid surface, no matter whether it could support her weight or not. A monk using this ability can run on a strand of spiderweb, or up a ribbon tied to an arrow, for example.
She continually benefits from the effects of the spider climb spell, except that she must move at least 20 feet every round or she falls from any surface that would not normally be possible to stand on. A monk with at least 5 ranks in Balance may even run on water or other liquids, providing she moves at least 10 feet every turn. If in any turn she does not move this distance and is standing on the surface of a liquid, she immediately falls in.
The above uses of this ability become Extraordinary starting at level 10.
A monk may also run through the air, the firmament itself supporting her footsteps. She gains a fly speed equal to her land speed, with clumsy maneuverability. While she is within reach of a solid surface, she instead has perfect maneuverability. At level 1, she may only fly 10ft, and must begin and end her movement on a solid surface. The distance she may fly increases by 10ft per monk level until level 5, at which point it becomes limited only by her movement speed. From level five onwards, the monk may make a DC 20 Balance check each round to remain in the sky, so long as she moves at least 30 feet each round. If in any round she is flying she does not move 30 feet or she fails the Balance check, she immediately falls. She does not have a stall speed despite the clumsy maneuverability - the 30 feet per round restriction applies instead.
As part of their search for enlightenment, monks gradually become less attached to the world. Lightfoot Style allows a monk to break free of the call of gravity. She may treat all falls as if they were half the height they actually are for the purposes of calculating damage sustained.
The monk may make a DC 15 Balance check to balance upon any solid surface, no matter whether it could support her weight or not. A monk using this ability can run on a strand of spiderweb, or up a ribbon tied to an arrow, for example. She continually benefits from the effects of the spider climb spell, except that she must move at least 30 feet every round or she falls from any surface that would not normally be possible to stand on. A monk with at least 5 ranks in Balance may even run on water or other liquids, providing she moves at least 15 feet every turn. If in any turn she does not move this distance and is standing on the surface of a liquid, she immediately falls in. These uses of the skill become Extraordinary starting at level 10.
A monk may also run through the air, the firmament itself supporting her footsteps. She gains a fly speed equal to her land speed, with clumsy maneuverability. If she is within reach of a solid surface, she instead has perfect maneuverability. At level 1, she may only fly 10ft, and must begin and end her movement on a solid surface. The distance she may fly increases by 10ft per monk level until level 5, at which point it becomes limited only by her movement speed. From level five onwards, the monk may make a DC 20 Balance check each round to remain in the sky, so long as she moves at least 30 feet each round. If in any round she is flying she does not move 30 feet or she fails the Balance check, she immediately falls. She does not have a stall speed despite the clumsy maneuverability - the 30 feet per round restriction applies instead.
Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Bonus Feat
At 2nd level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 6th level, she receives whichever feat she did not select. At 3rd level, a monk may select either Combat Reflexes or Deflect Arrows as a bonus feat. If she selects Combat Reflexes, at level 14 she receives Improved Combat Reflexes as a bonus feat. If she selects Deflect Arrows, at level 14 she receives Exceptional Deflection as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select or use them.
Purity of Mind (Ex)
At 3rd level, a monk gains a +2 bonus on all saving throws against mind-affecting spells and effects. Against Enchantment (charm) and Enchantment (compulsion) effects, the bonus is instead half her class level. This ability counts as Still Mind for the purposes of meeting prerequisites.
Fast Movement (Ex)
At 3rd level, a monk gains a bonus to her speed, as shown on the table. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her mastery of this force allows her unarmed strikes to ignore up to one point of damage reduction per every two monk levels she possesses. Furthermore, her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness, and her unarmed strikes deal double damage to objects.
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. She gains a bonus equal to one third of her monk level on saving throws against supernatural and magical diseases.
Tongue of the Sun and Moon (Ex)
A monk of 6th level or higher can speak with any living creature.
Mettle (Ex)
At 7th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.
Abundant Step (Su)
At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, a number of times per day equal to her Wisdom modifier. Her caster level for this effect is one-half her monk level (rounded down). If she is within 10ft of a creature who teleports to somewhere within the range of her Abundant Step, she may use this ability as an immediate action to maintain her position relative to them.
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, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Soul
At 10th level, a monk gains spell resistance equal to 10 + her Monk level + her Wisdom modifier. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
This spell resistance can be raised and/or lowered as a free action. When a monk would be rendered incapacitated or unconscious, they can as a free action denote any number of individuals who may ignore their spell resistance when casting spells with the (harmless) descriptor. When the monk is no longer incapacitated or unconscious, the denoted individuals must resume either attempting to overcome the prestige monk's spell resistance or convincing the prestige monk to lower their spell resistance in order to receive a spell.
Enlightened Strike (Su)
As the monk becomes less attached to the world, so she becomes less able to be affected by magic. All concealment, etherealness, incorperealness, invisibility, and any magical effects that provide an AC bonus or miss chance are half as effective against her attacks - she ignores 2 points of the AC bonus from Mage Armor, for example, and only has a 25% chance to miss an incorporeal opponent. Once per day, she may ignore all such magical protections entirely for a single attack - no protective magic, no matter how potent, can interfere with it, to the point where it will not even set off a Contingency intended to trigger on being attacked.
Diamond Body (Ex)
At 11th level, a monk gains immunity to poisons of all kinds.
Enlightened Perception (Ex)
At 12th level, a monk learns how to see truly by denying herself sight. Any time the monk is completely unable to see, whether from being blindfolded, blinded, being in complete darkness, or simply closing her eyes, she gains 30 foot radius blindsight. Focusing her senses to gain this enhanced perception takes a moment of concentration, and so requires a move action to activate. Once activated, it lasts for as long as the monk cannot see. If she is denied vision through having her eyes closed, she may open them again as a free action that may be taken at any time.
Empty Body (Su)
The monk continues to grow apart from the world, existing within it, but not touching it. A number of times per day equal to her wisdom modifier, she may become completely intangible while moving. She activates this ability as part of a movement action, and so long as she does nothing but move, she is not subject to the laws of the world. She does not provoke attacks of opportunity, may pass through solid objects (including force effects) as if they were insubstantial mist, and is not subject to any form of environmental hazard. As soon as she stops moving, or takes any non-movement action, she immediately becomes tangible again. If she becomes tangible while in a solid object - including another creature - she is shunted to the closest open space, taking 1d6 points of damage for every 5 feet she is moved, and lands prone.
Ascetic Mastery (Ex)
The desires of the body are as nothing to one truly enlightened. At 15th level, a monk no longer needs to sleep, simply requiring a single hour of meditation each night. She may survive on a single drop of water each day, and a small bowl of rice (or equivalent meal) every week. She may hold her breath for a number of minutes equal to twice her Wisdom score, after which point she may make Concentration instead of Constitution checks to continue holding her breath. Further, she only needs to make these checks once per minute, instead of once per round.
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. As she ages, she slowly gains an understanding of the approximate time she will die of old age, which becomes more accurate the close she comes to her death. By the time she has a week left to live, she receives perfect knowledge of the time and date of her death (assuming she is not killed earlier).
One with Emptiness (Su)
Her quest for enlightenment almost complete, the monk fades even from the sight of fate itself. She becomes impossible to detect with Divination spells - any attempt to scry on her fails, questions asked of higher powers reveal nothing, and even if the area around the monk is scryed, she simply does not appear.
Foresight (Ex)
At 19th level, the monk permanently gains the benefits of the Foresight spell.
Perfect Self
At 20th level, a monk becomes a magical creature. Whenever it would be beneficial, she is treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 15/magic and adamantine, which allows her to ignore the first 15 points of damage from any attack made by a nonmagical or non-adamantine weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Transcendence of All Things (Su)
The monk has finally attained true enlightenment, and understands how all things are connected. If one is but a small part of the whole, then to affect the one, you must be able to affect all. Once per day, for a single round, the monk may render herself immune to all harm. She does not take damage, automatically passes all saving throws, is under a freedom of movement effect, and is immune to ability damage, ability drain, blinding, confusion, daze, dazzle, deafening, death effects, exhaustion, fascination, fatigue, fear, mind-affecting spells and effects, nausea, paralysis, petrification, polymorph, sickening and stunning, and other negative conditions at the DM's discretion. Activating this ability is a purely mental action, and may be done even while suffering from any of the listed conditions. Activating this ability is a free action that may be performed either on the monk's turn or at the start of combat, regardless of her Initiative score.
While this ability is active, the monk's eyes shine with radiant white light and she is surrounded by a visible brilliant corona of ki. She sheds bright light out to a radius of 100ft, and shadowy illumination for twice that. This light counts as direct sunlight for the purposes of creatures sensitive to sunlight. This light may not be hidden in any way, as it shines through any covering the monk wears. It renders stealth impossible, and on a flat plain at night she is visible for miles.
Ex-Monks
A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.
With thanks to Extra Anchovies and Magikeeper for the wording of some abilities.
Monk
Alignment: Any lawful
Hit Dice: d10
Class Skills
The Monk's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level: 6 + int
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Damage
Speed Bonus
1st
+1
+2
+2
+2
Unarmed Strike, Path of Enlightenment, Flurry of Blows, Lightfoot Style
1d6
+0ft
2nd
+2
+3
+3
+3
Evasion, Bonus Feat
1d6
+0ft
3rd
+3
+3
+3
+3
Purity of Mind, Bonus Feat
1d6
+10ft
4th
+4
+4
+4
+4
Ki Strike (Magic)
1d8
+10ft
5th
+5
+4
+4
+4
Purity of Body
1d8
+10ft
6th
+6
+5
+5
+5
Tongue of the Sun and Moon, Bonus Feat
1d8
+20ft
7th
+7
+5
+5
+5
Mettle
1d8
+20ft
8th
+8
+6
+6
+6
Abundant Step
1d10
+20ft
9th
+9
+6
+6
+6
Improved Evasion
1d10
+30ft
10th
+10
+7
+7
+7
Ki Strike (Lawful), Diamond Soul
1d10
+30ft
11th
+11
+7
+7
+7
Greater Flurry, Enlightened Strike, Diamond Body
1d10
+30ft
12th
+12
+8
+8
+8
Enlightened Perception
2d6
+40ft
13th
+13
+8
+8
+8
Empty Body
2d6
+40ft
14th
+14
+9
+9
+9
Bonus Feat
2d6
+40ft
15th
+15
+9
+9
+9
Ascetic Mastery
2d6
+50ft
16th
+16
+10
+10
+10
Ki Strike (Adamantine)
2d8
+50ft
17th
+17
+10
+10
+10
Timeless Body
2d8
+50ft
18th
+18
+11
+11
+11
One with Emptiness
2d8
+60ft
19th
+19
+11
+11
+11
Foresight
2d8
+60ft
20th
+20
+12
+12
+12
Perfect Self, Transcendence of All Things
2d10
+60ft
Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling, and with their unarmed strike.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Unarmed Strike (Ex)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on the table. The unarmed damage on the table is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see PHB.
Monks may use enchanted handwraps to improve their unarmed strike. These magic items are enchanted like weapons, occupy the hands slot, and apply their enhancements to the unarmed strike of the monk wearing them. They may not, however, be made of special materials.
Flurry of Blows (Ex)
Once per round, whenever an unarmored monk attacks with one or special monk weapons (including a standard attack, full attack, or even an attack of opportunity) she may choose to make a flurry of blows. If she does, all of her attack rolls that round receive a -2 penalty to hit (including AoOs made later in the same round). In exchange, she makes one additional attack with any of her special monk weapons at her highest base attack bonus. A monk always applies her strength bonus (instead of 1.5x or 1/2 her strength bonus) to all of her attacks when making a flurry of blows.
At level 5 the penalty to attack rolls is reduced to -1 and at level 9 no penalty is received.
The following count as special monk weapons: Unarmed strike, kama, nunchaku, quarterstaff, sai, shuriken, and siangham. Other weapons may count as special monk weapons with DM permission.
Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Path of Enlightenment (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) plus half her Monk level as an insight bonus to her AC. She may also add one point of Wisdom bonus (if any) per Monk level to attack and damage with all special Monk weapons (including her unarmed strike). She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Lightfoot Style (Su)
As part of their search for enlightenment, monks gradually become less attached to the world. Lightfoot Style allows a monk to break free of the call of gravity. She may treat all falls as if they were half the height they actually are for the purposes of calculating damage sustained.
The monk may make a DC 15 Balance check to balance upon any solid surface, no matter whether it could support her weight or not. A monk using this ability can run on a strand of spiderweb, or up a ribbon tied to an arrow, for example.
She continually benefits from the effects of the spider climb spell, except that she must move at least 20 feet every round or she falls from any surface that would not normally be possible to stand on. A monk with at least 5 ranks in Balance may even run on water or other liquids, providing she moves at least 10 feet every turn. If in any turn she does not move this distance and is standing on the surface of a liquid, she immediately falls in.
The above uses of this ability become Extraordinary starting at level 10.
A monk may also run through the air, the firmament itself supporting her footsteps. She gains a fly speed equal to her land speed, with clumsy maneuverability. While she is within reach of a solid surface, she instead has perfect maneuverability. At level 1, she may only fly 10ft, and must begin and end her movement on a solid surface. The distance she may fly increases by 10ft per monk level until level 5, at which point it becomes limited only by her movement speed. From level five onwards, the monk may make a DC 20 Balance check each round to remain in the sky, so long as she moves at least 30 feet each round. If in any round she is flying she does not move 30 feet or she fails the Balance check, she immediately falls. She does not have a stall speed despite the clumsy maneuverability - the 30 feet per round restriction applies instead.
As part of their search for enlightenment, monks gradually become less attached to the world. Lightfoot Style allows a monk to break free of the call of gravity. She may treat all falls as if they were half the height they actually are for the purposes of calculating damage sustained.
The monk may make a DC 15 Balance check to balance upon any solid surface, no matter whether it could support her weight or not. A monk using this ability can run on a strand of spiderweb, or up a ribbon tied to an arrow, for example. She continually benefits from the effects of the spider climb spell, except that she must move at least 30 feet every round or she falls from any surface that would not normally be possible to stand on. A monk with at least 5 ranks in Balance may even run on water or other liquids, providing she moves at least 15 feet every turn. If in any turn she does not move this distance and is standing on the surface of a liquid, she immediately falls in. These uses of the skill become Extraordinary starting at level 10.
A monk may also run through the air, the firmament itself supporting her footsteps. She gains a fly speed equal to her land speed, with clumsy maneuverability. If she is within reach of a solid surface, she instead has perfect maneuverability. At level 1, she may only fly 10ft, and must begin and end her movement on a solid surface. The distance she may fly increases by 10ft per monk level until level 5, at which point it becomes limited only by her movement speed. From level five onwards, the monk may make a DC 20 Balance check each round to remain in the sky, so long as she moves at least 30 feet each round. If in any round she is flying she does not move 30 feet or she fails the Balance check, she immediately falls. She does not have a stall speed despite the clumsy maneuverability - the 30 feet per round restriction applies instead.
Evasion (Ex)
At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Bonus Feat
At 2nd level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 6th level, she receives whichever feat she did not select. At 3rd level, a monk may select either Combat Reflexes or Deflect Arrows as a bonus feat. If she selects Combat Reflexes, at level 14 she receives Improved Combat Reflexes as a bonus feat. If she selects Deflect Arrows, at level 14 she receives Exceptional Deflection as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select or use them.
Purity of Mind (Ex)
At 3rd level, a monk gains a +2 bonus on all saving throws against mind-affecting spells and effects. Against Enchantment (charm) and Enchantment (compulsion) effects, the bonus is instead half her class level. This ability counts as Still Mind for the purposes of meeting prerequisites.
Fast Movement (Ex)
At 3rd level, a monk gains a bonus to her speed, as shown on the table. A monk in armor or carrying a medium or heavy load loses this extra speed.
Ki Strike (Su)
At 4th level, a monk’s unarmed attacks are empowered with ki. Her mastery of this force allows her unarmed strikes to ignore up to one point of damage reduction per every two monk levels she possesses. Furthermore, her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness, and her unarmed strikes deal double damage to objects.
Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. She gains a bonus equal to one third of her monk level on saving throws against supernatural and magical diseases.
Tongue of the Sun and Moon (Ex)
A monk of 6th level or higher can speak with any living creature.
Mettle (Ex)
At 7th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.
Abundant Step (Su)
At 8th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, a number of times per day equal to her Wisdom modifier. Her caster level for this effect is one-half her monk level (rounded down). If she is within 10ft of a creature who teleports to somewhere within the range of her Abundant Step, she may use this ability as an immediate action to maintain her position relative to them.
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, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Soul
At 10th level, a monk gains spell resistance equal to 10 + her Monk level + her Wisdom modifier. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
This spell resistance can be raised and/or lowered as a free action. When a monk would be rendered incapacitated or unconscious, they can as a free action denote any number of individuals who may ignore their spell resistance when casting spells with the (harmless) descriptor. When the monk is no longer incapacitated or unconscious, the denoted individuals must resume either attempting to overcome the prestige monk's spell resistance or convincing the prestige monk to lower their spell resistance in order to receive a spell.
Enlightened Strike (Su)
As the monk becomes less attached to the world, so she becomes less able to be affected by magic. All concealment, etherealness, incorperealness, invisibility, and any magical effects that provide an AC bonus or miss chance are half as effective against her attacks - she ignores 2 points of the AC bonus from Mage Armor, for example, and only has a 25% chance to miss an incorporeal opponent. Once per day, she may ignore all such magical protections entirely for a single attack - no protective magic, no matter how potent, can interfere with it, to the point where it will not even set off a Contingency intended to trigger on being attacked.
Diamond Body (Ex)
At 11th level, a monk gains immunity to poisons of all kinds.
Enlightened Perception (Ex)
At 12th level, a monk learns how to see truly by denying herself sight. Any time the monk is completely unable to see, whether from being blindfolded, blinded, being in complete darkness, or simply closing her eyes, she gains 30 foot radius blindsight. Focusing her senses to gain this enhanced perception takes a moment of concentration, and so requires a move action to activate. Once activated, it lasts for as long as the monk cannot see. If she is denied vision through having her eyes closed, she may open them again as a free action that may be taken at any time.
Empty Body (Su)
The monk continues to grow apart from the world, existing within it, but not touching it. A number of times per day equal to her wisdom modifier, she may become completely intangible while moving. She activates this ability as part of a movement action, and so long as she does nothing but move, she is not subject to the laws of the world. She does not provoke attacks of opportunity, may pass through solid objects (including force effects) as if they were insubstantial mist, and is not subject to any form of environmental hazard. As soon as she stops moving, or takes any non-movement action, she immediately becomes tangible again. If she becomes tangible while in a solid object - including another creature - she is shunted to the closest open space, taking 1d6 points of damage for every 5 feet she is moved, and lands prone.
Ascetic Mastery (Ex)
The desires of the body are as nothing to one truly enlightened. At 15th level, a monk no longer needs to sleep, simply requiring a single hour of meditation each night. She may survive on a single drop of water each day, and a small bowl of rice (or equivalent meal) every week. She may hold her breath for a number of minutes equal to twice her Wisdom score, after which point she may make Concentration instead of Constitution checks to continue holding her breath. Further, she only needs to make these checks once per minute, instead of once per round.
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. As she ages, she slowly gains an understanding of the approximate time she will die of old age, which becomes more accurate the close she comes to her death. By the time she has a week left to live, she receives perfect knowledge of the time and date of her death (assuming she is not killed earlier).
One with Emptiness (Su)
Her quest for enlightenment almost complete, the monk fades even from the sight of fate itself. She becomes impossible to detect with Divination spells - any attempt to scry on her fails, questions asked of higher powers reveal nothing, and even if the area around the monk is scryed, she simply does not appear.
Foresight (Ex)
At 19th level, the monk permanently gains the benefits of the Foresight spell.
Perfect Self
At 20th level, a monk becomes a magical creature. Whenever it would be beneficial, she is treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 15/magic and adamantine, which allows her to ignore the first 15 points of damage from any attack made by a nonmagical or non-adamantine weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Transcendence of All Things (Su)
The monk has finally attained true enlightenment, and understands how all things are connected. If one is but a small part of the whole, then to affect the one, you must be able to affect all. Once per day, for a single round, the monk may render herself immune to all harm. She does not take damage, automatically passes all saving throws, is under a freedom of movement effect, and is immune to ability damage, ability drain, blinding, confusion, daze, dazzle, deafening, death effects, exhaustion, fascination, fatigue, fear, mind-affecting spells and effects, nausea, paralysis, petrification, polymorph, sickening and stunning, and other negative conditions at the DM's discretion. Activating this ability is a purely mental action, and may be done even while suffering from any of the listed conditions. Activating this ability is a free action that may be performed either on the monk's turn or at the start of combat, regardless of her Initiative score.
While this ability is active, the monk's eyes shine with radiant white light and she is surrounded by a visible brilliant corona of ki. She sheds bright light out to a radius of 100ft, and shadowy illumination for twice that. This light counts as direct sunlight for the purposes of creatures sensitive to sunlight. This light may not be hidden in any way, as it shines through any covering the monk wears. It renders stealth impossible, and on a flat plain at night she is visible for miles.
Ex-Monks
A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities.
With thanks to Extra Anchovies and Magikeeper for the wording of some abilities.