Unchained Monk Archetypes (Apath)

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With the advent of the unchained monk, almost all the old monk archetypes became outdated. The changed class features simply makes most of them illegal. There are over 30 archetypes that can no longer be used! This is a fix, adjusting the old monk archetypes to work with the unchained monk class. Each has been worked over to comply with developments in the Pathfinder game. The aim has been to preserve the feel of each archetype more than to preserve every ability verbatim. Some archetypes have been extensively modified, the kata master, nimble guardian, wildcat, and zen archer.

Publisher: Purple Duck Games.

Contemplative (Dwarf)

Source: Pathfinder Campaign Setting: Inner Sea Combat.

The ascetic, desert-dwelling dwarves known as the Contemplatives have eschewed dwarven traditions, whose unchanging rigidity, they believe, shackles their people to the past and inhibits self-improvement. Shaving their heads, living under the open sky, and practicing arts unfamiliar to the typical dwarf, the Contemplatives seek to awaken the divine essence that lives within each creature.

Awaken Divinity (Su)

At 1st level, as an immediate action, a contemplative can touch a creature to grant it a temporary ki point until the beginning of the contemplative's next turn. In addition to any other ways in which the target can use ki, it can expend the ki point as a swift action in order to either gain a +2 dodge bonus to AC for 1 round or increase its base speed by 20 feet for 1 round. The Contemplative can target herself with this ability, but doing so costs 2 uses of the ability.

At 4th level, the dodge bonus to AC increases to +4. At 8th level, an affected creature can spend the ki point to suppress all Strength, Dexterity, and Constitution penalties, damage, or drain it suffers for 1 round. At 12th level, an contemplative can target two adjacent creatures with this ability as a standard action, but must expend one use of the ability for each target affected. At 16th level, an affected creature can spend this ki point to roll all saving throws twice and take the higher result for 1 round. At 20th level, an affected creature can spend the ki point to benefit from the contemplative's perfect self class ability for 1 round. If the creature already has the perfect self class feature, its damage reduction and any spell resistance it has increases by 2 for 1 round. The ways the ally can spend the ki point are all swift actions.

A Contemplative can use this ability a number of times per day equal to her class level, but no more than once per round.

This ability replaces the stunning fist monk class feature and the greed and hatred racial traits.

Spurn Tradition (Ex)

Contemplative dwarves strive to separate themselves from the rest of their race and the traditions that bind them. The bonuses for non-magical effects that target or specifically affect dwarf subtype creatures (such as a ranger's favored enemy class feature) are negated.

This ability replaces the dwarf 's defensive training, stonecunning, and weapon familiarity racial traits.

Know the Unseen Disciples (Sp)

At 9th level, an Contemplative can spot hidden creatures, as if using the spell see invisibility. Using this ability is a standard action that consumes 2 points from her ki pool. Her caster level for this effect is equal to her class level.

This ability replaces improved evasion.

Drunken Master

Source: Advanced Player's Guide.

Most monks lead lives of moderation and quiet contemplation. But the drunken master finds perfection through excess. Powered by strong wine, she uses her intoxication to reach a state where her ki is more potent, if somewhat fleeting. A drunken master has the following class features.

Alcohol

Source: Pathfinder RPG GameMastery Guide.

Just like drugs, alcohol can be abused and have significant negative effects. In general, a character can consume a number of alcoholic beverages equal to 1 plus double her Constitution modifier before being sickened for 1 hour per drink above this maximum. Particularly exotic or strong forms of alcohol might be treated as normal drugs. Those who regularly abuse alcohol might eventually develop a moderate addiction.

Drunken Ki (Su)

At 4th level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to 1 plus one additional point for every two levels thereafter (5th, 7th, and so on). These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as she has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. This ability replaces still mind.

Drunken Strength (Su)

At 5th level, a drunken master can spend 1 point of ki as a swift action to inflict 1d6 extra points of damage on a single successful melee attack. The monk can choose to apply the damage after the attack roll is made. At 10th level, the monk may spend 2 drunken ki points to increase the extra damage to 2d6. At 15th level, the monk may spend 3 drunken ki points to increase the extra damage to 3d6. At 20th level, the monk may spend 4 drunken ki points to increase the extra damage to 4d6. The monk must have at least 1 drunken ki point to use this ability. This ability replaces purity of body.

Drunken Master Ki Powers (Su)

The following additional ki powers are available to the drunken master:

  • Drunken Courage (Su): The drunken master is immune to fear as long as she has at least 1 point of drunken ki. The drunken master needs to be at least 8th level before taking this ki power.
  • Drunken Resilience (Ex): The drunken master gains DR 2/— as long as she has at least 1 point of drunken ki. At 16th level, the DR increases to 4/—. At 19th level, it increases to 6/—. The drunken master needs to be at least 12th level before taking this ki power.
  • Firewater Breath (Su): The drunken master can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 1d6 points of fire damage per class level. A successful Reflex saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier) halves the damage. Using this ability is a standard action that consumes 4 ki points from the monk’s ki pool. The monk must have at least 1 drunken ki point to use this ability. The drunken master needs to be at least 16th level before taking this ki power.

Far Strike Monk

Source: Pathfinder Player Companion: Ranged Tactics Toolbox.

Far strike monks are masters of thrown weapons, from shuriken to throwing axes to spears. The far strike school views thrown attacks as an extension of unarmed strikes, and masters of this school can infuse thrown weapons with their ki.

Weapon and Armor Proficiency

In addition to the standard monk weapon proficiencies, a far strike monk is proficient with all weapons in the thrown weapon group. See the fighter's weapon training class feature for the definition of weapon groups.

Flurry of Blows (Ex)

A far strike monk can make a flurry of blows as a full-attack action as long as she's attacking with thrown weapons. She can't make a flurry of blows with her unarmed attacks or any other weapons. A far strike monk's flurry of blows otherwise functions as the standard monk class feature. A far strike monk can't use Rapid Shot when making a flurry of blows with a thrown weapon. This ability alters flurry of blows.

Bonus Feats

A far strike monk adds the following feats to her list of bonus feats at 1st level: Far Shot, Point-Blank Shot, Precise Shot, and any targeting feat.

At 6th level, she adds the following feats: Improved Precise Shot, Parting Shot, and Trick Shooter.

At 10th level, she adds the following feats: Improvised Weapon Mastery and Pinpoint Targeting.

Fast Thrower

At 1st level, a far strike monk gains Quick Draw as a bonus feat, even if she doesn't meet the prerequisites. At 4th level, she gains Shot on the Run as a bonus feat, even if she doesn't meet the prerequisites. At 8th level, when using the Shot on the Run feat, she can make a second ranged attack with a –5 penalty at any point during her movement. At 15th level, she can make a third ranged attack with a –10 penalty at any point during her movement.

This ability replaces stunning fist.

Invisible Blade (Ex)

At 3rd level, when a far strike monk uses the Stealth skill to maintain her obscured location after sniping, she takes a –10 penalty on her Stealth check instead of –20.

This ability replaces still mind.

Ki Pool (Su)

At 4th level, in addition to the normal abilities of her ki pool, a far strike monk can spend 1 point from her ki pool to increase the range increment of a thrown weapon by 20 feet for 1 round.

Ki Missile (Su)

At 5th level, a far strike monk can change the base damage dice of thrown weapons to that of her unarmed strikes. These weapons are also treated as ki focus weapons, allowing the monk to apply her special ki attacks to her thrown weapons as if they were unarmed strikes. This ability replaces the style strike gained at level 5.

Trick Throw (Su)

At 9th level, a far strike monk can infuse her thrown weapons with ki to hit targets that she might otherwise miss. By spending 1 point from her ki pool as a swift action, the far strike monk can ignore concealment. By spending 2 points, she can ignore total concealment or cover. By spending 3 points, she can ignore total cover, even throwing weapons around corners. The weapon must still be able to reach the target; for instance, a target inside a closed building with no open doors or windows cannot be attacked using Trick Throw. These effects last for 1 round. For every 4 levels after level 9, the ki cost of each trick throw is reduced by one, to a minimum of zero. At level 15, using this ability becomes a free action. This ability replaces the level 9, 13, 15 and 17 style strike abilities.

Flowing Monk

Source: Pathfinder Roleplaying Game Ultimate Combat.

The flowing monk is the wind and the river. She knows how the world flows, and forces her enemies to flow with it. Even the most powerful stone breaks under the graceful and persistent pressure of wind and water.

Bonus Feat

A flowing monk replaces the normal monk bonus feats with the following: Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition (APG), Improved Trip, Nimble Moves, and Weapon Finesse.

At 6th level, the following feats are also available: Acrobatic Steps, Bodyguard (APG), Improved Disarm, Improved Feint, Ki Throw (APG), Mobility, Second Chance (APG), and Sidestep (APG).

At 10th level, the following feats are added: In Harm’s Way (APG), Repositioning Strike (APG), Snatch Arrows, Spring Attack, and Tripping Strike (APG).

Redirection (Ex)

At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks her. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking her. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.

At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks her in melee, even if the flowing monk is not threatening the opponent who attacks her. A flowing monk can use this ability once per day per monk level, but no more than once per round.

This ability replaces Stunning Fist.

Unbalancing Counter (Ex)

At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates). A target with uncanny dodge cannot be made flat-footed this way.

This ability replaces the bonus feat gained at 2nd level.

Flowing Dodge (Ex)

At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to her, up to a maximum bonus of +1 per three monk levels. This ability replaces fast movement.

Elusive Target (Ex)

At 5th level, as an immediate action, a flowing monk may spend 2 points from her ki pool to attempt a Reflex save opposed by an attacker’s attack roll to halve damage from that attack.

At 9th level, if the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack if the monk successfully saved. Use the same attack roll, and if the attack hits the new target, that creatures takes half the damage of the attack. Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage.

At 14th level, the flowing monk suffers no damage on a successful save. If redirected, the flanking target suffers full damage.

At 17th level, the flowing monk suffers no damage on a successful save, or half damage on a failed save. If redirected, the flanking target suffers full damage on a successful save and half damage on a failed save.

This ability replaces the level 9, 14 and 17 style strike abilities.

Volley Spell (Su)

At 15th level, when a targeted spell or spell-like ability fails to overcome a flowing monk’s spell resistance, she may reflect the effect onto its caster as spell turning, spending a number of points from her ki pool equal to 1/2 the spell’s level (minimum 1).

This ability replaces the level 15 style strike ability.

Gray Disciple (Duergar)

Source: Pathfinder Roleplaying Game Advanced Race Guide.

The gray disciple is an archetype of the monk class, available to duergar monks.

The gray disciple contemplates the inner voice of duergar magic and the silent eternity of stone, mastering these dual mysteries and combining them to deadly effect.

Fade from Sight (Sp)

At 4th level, as a swift action, the gray disciple can become invisible (as the invisibility spell) for 1 round by spending 1 ki point. To use this ability, the gray disciple must already have invisibility as a spell-like ability.

This ability replaces still mind.

Gray Disciple Ki Powers (Su)

The following additional ki powers are available to the gray disciple:

  • Gray Heart (Sp): As a swift action, the gray disciple can enlarge herself (as the enlarge person spell) for 1 minute by spending 1 ki point. To learn this ability, the gray disciple must already have enlarge person available as a spell-like ability.
  • Born in Darkness (Sp): As a standard action, the gray disciple can radiate darkness (as the spell, except originating from the disciple's person) for 1 round per level by spending 1 ki point.
  • Earth Glide (Su): As a swift action, the gray disciple can spend a ki point to walk through solid stone for 1 round. This functions as the earth glide universal monster ability. The gray disciple may continue earth gliding as long as she spends 1 ki point every round as a swift action. If she ceases earth gliding within a solid object, she is violently ejected and takes 5d6 points of damage. The gray disciple is not harmed by damage caused to material she is earth gliding through, but a stone to flesh spell cast upon it causes violent ejection as described above. The monk needs to be at least 12th level before taking this ki power.
  • Entomb (Su): The gray disciple can phase a foe into solid rock, killing it instantly. To use this ability, she expends 1 ki point as part of a bull rush or reposition combat maneuver against a creature adjacent to unworked earth or stone. If the attempt succeeds, the gray disciple pushes her foe inside the rock using her earth glide ability. If the creature succeeds at a Reflex save (DC 10 + 1/2 the gray disciple's monk level + the gray disciple's Wisdom modifier), it is ejected in the nearest open space and takes 5d6 points of damage. If it fails, it dies instantly as its body merges with the surrounding stone. Entomb is usable once per day, but a failed bull rush or reposition attempt does not count as a use of the ability. Entomb has no effect on creatures that can earth glide, are incorporeal, or can otherwise can survive merging with a solid object. The monk needs to be at least 16th level and know earth glide before taking this ki power.
  • Earthen Thrall (Sp): The gray disciple can attempt to control a creature with the earth subtype once per day. This ability is treated as dominate monster (DC 10 + 1/2 the gray disciple's monk level + the gray disciple's Wisdom modifier), but is only effective against creatures with the earth subtype, and the gray disciple can keep only a single creature enthralled. If she attempts to control a second creature with this ability, the first creature is automatically released from domination whether or not the second attempt succeeds. The monk needs to be at least 16th level before taking this ki power.

Hamatulatsu Master

Source: Pathfinder Campaign Setting: Inner Sea Combat.

Hamatulatsu Masters are an order of female monks dedicated to emulating the painful strikes of the barbed devil, leaving targets alive but permanently scarred and broken by pain—a method called hamatulatsu. The sisters train equally hard to resist their own techniques, and nearly all revere The Prince of Darkness.

Alignment

A hamatulatsu master must be lawful neutral or lawful evil.

Bonus Feats

Anytime a hamatulatsu master would gain a bonus feat, she can instead choose to gain two additional uses of stunning fist per day.

A hamatulatsu master replaces the normal monk bonus feats with the following: Deflect Arrows, Dodge, Exotic Weapon Proficiency, Improved Grapple, Intimidating Prowess, Scorpion Style, or Weapon Focus.

At 6th level, the following feats are added to the list: Gorgon's Fist, Hamatulatsu (ISWG), Improved Sunder, Mobility, Power Attack.

At 10th level, the following feats are added to the list: Critical Focus, Impaling Critical (unarmed strike) (UC), Improved Critical, Medusa's Wrath, Snatch Arrows.

At 14th level, the following feat is added to the list: Improved Impaling Critical (UC).

Stunning Fist (Ex)

A hamatulatsu master expands the conditions that she can apply to the target of her stunning fist beyond merely stunning her target. At 4th level, she can choose to make the target shaken for 1 minute. At 8th level, she can choose to deal 1d10 points of nonlethal bleed damage. At 12th level, she can choose to make the target frightened for 1d3 rounds. At 16th level, she can deal 2d12 points of nonlethal bleed damage. The shaken and frightened conditions allow the target to attempt a Will save to negate the effect instead of a Fortitude save.

This ability otherwise functions as normal for a monk of her level.

Ki Pool (Su)

By spending 1 point from her ki pool as a swift action, a hamatulatsu master can make one additional attack at her highest attack bonus when making a flurry of blows attack. Alternatively, she can spend 1 ki point as a swift action to gain one additional use of her stunning fist ability that round, though this does not grant her an additional attack. Finally, as an immediate action, a hamatulatsu master can spend 1 ki point to make a single melee attack with a +2 bonus against a creature that has damaged her with a natural melee attack, unarmed strike, or weapon without the reach property.

This ability otherwise functions as normal for a monk of her level. This upgraded ki pool replaces still mind.

Infernal Resilience (Ex)

At 5th level, a hamatulatsu master gains immunity to all spells, spell-like abilities, and effects with the pain descriptor, as well as a +2 bonus on saving throws against effects that would sicken, nauseate, stagger, or stun her.

This ability replaces purity of body.

Harrow Warden

Source: Pathfinder Player Companion: The Harrow Handbook.

Some who study the mysteries of the harrow do so to restore lost knowledge and pride to their people. The harrow warden fulfills this role as she seeks to bring her mind and body into alignment, and she protects her people by invoking the folklore that has guided them for so long. In mastering her own place in fate, a harrow warden learns how to misalign the destinies of others.

Weapon and Armor Proficiency

The harrow warden is proficient with all simple weapons, as well as with the klar, rapier, short sword, and starknife. Additionally, harrow wardens treat starknives as monk weapons.

Idiot Strike (Su)

At 1st level, the harrow warden can make an unarmed strike against a target and curse the creature with bad luck. Foes damaged by an idiot strike must succeed at a Will save (DC 10 + 1/2 the monk's level + the monk's Wisdom modifier) or become jinxed. A jinxed creature must roll twice whenever it attempts an attack roll, a saving throw, a skill check, or a caster level check for 1 round, taking the lower result in each instance. The harrow warden can use idiot strike once per day per monk level. She must declare that she is using an idiot strike before making the attack roll; thus, a failed roll wastes the attempt.

At 4th level and again at 12th level, the jinx effect lasts an additional round.

At 16th level, a harrow warden can expend two uses of idiot strike to instead curse her target as the bestow curse spell.

This ability replaces stunning fist.

Mute Hag Stance (Su)

Beginning at 9th level, the harrow warden can block opponents' metaphysical ties to one another. Enemies threatened by the harrow warden do not gain the effects of any morale or insight bonuses on attack rolls or skill checks as long as they are within the harrow warden's threatened area.

This ability replaces improved evasion.

Harrow Warden Ki Powers (Su)

The following additional ki powers are available to the harrow warden:

  • Big Sky Stance (Su): The harrow warden becomes secure in her role within the larger story. She gains immunity to curses and polymorph effects. The monk needs to be at least 8th level before taking this ki power.
  • Eclipse Strike (Su): The harrow warden can strike a target with enough force to realign its place in the world. Foes damaged by the harrow warden's idiot strike can attempt a Fortitude save (DC 10 + 1/2 the monk's level + the monk's Wisdom modifier). Those that fail are transmuted into a harmless form, as per the baleful polymorph spell. A monk must be at least 16th level before selecting this ki power.

Hungry Ghost Monk

Source: Advanced Player's Guide.

The hungry ghost monk looks to spirits that prey upon the living as models of perfection. She sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the hungry ghost monk reaches her ultimate goal: power—personal, pure, and simple. A hungry ghost monk has the following class features.

Punishing Kick (Ex)

At 1st level, a hungry ghost monk gains Punishing Kick(APG) as a bonus feat, even if she does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of her Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, she can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.

This ability replaces stunning fist.

Steal Ki (Ex)

At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. The monk can only use this ability when she has at least 1 ki point in her ki pool. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, she can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool. She cannot exceed her ki pool’s maximum. Each time the monk successfully steals ki, she can make an immediate saving throw against one disease she is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to her Wisdom modifier on the saving throw.

This ability replaces purity of body.

Hungry Ghost Monk Ki Powers (Su)

The following additional ki powers are available to the hungry ghost monk:

  • Life Funnel (Su): The hungry ghost monk can steal a creature’s life force to replenish her own. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, she heals a number of hit points equal to her monk level. As with steal ki, some monks believe that life funnel is an unsavory act, no better than what the undead do to the living. The monk can only use this ability when she has at least 1 ki point in her ki pool. A monk with this ability cannot steal both ki and hit points at the same time.
  • Life From A Stone (Su): The hungry ghost monk can steal ki or life force from any creature, not just living creatures. She gains the benefit of life funnel and steal ki when she confirms a critical hit against any creature or reduces any creature to 0 or fewer hit points. The monk can only use this ability when she has at least 1 ki point in her ki pool. A monk must be at least 8th level and know life funnel before selecting this ki power.
  • Sipping Demon (Su): The hungry ghost monk gains 1 temporary hit point each time she hits an enemy with a melee attack. The monk gains a number of temporary hit points equal to her Wisdom modifier when she scores a critical hit. The maximum number of temporary hit points the monk can have is equal to her monk level. The temporary hit points disappear 1 hour later. The monk can only use this ability when she has at least 1 ki point in her ki pool. This ability is a proscribed manipulation of ki considered by many good monks to be a corruption. A monk must be at least 12th level and know life from a stone before selecting this ki power.

Ironskin Monk (Hobgoblin)

Source: Pathfinder Roleplaying Game Advanced Race Guide.

The ironskin monk is an archetype of the monk class, available to hobgoblin monks.

Through discipline and training, an ironskin monk hardens her body to withstand punishing blows. Though slow on her feet, her calloused hands and feet can shatter stone and stagger foes.

Armor Proficeiency (Ex)

The ironskin monk is proficient with light armor but not with shields. Note that the flurry of blows and iron skin ability of the ironskin monk work with light armor.

Flurry of Blows (Ex)

The iron monk can use her flurry of blows ability in light armor.

Iron Skin (Ex)

At 1st level, an ironskin monk gains a +1 bonus to her natural armor. This bonus stacks with any existing natural armor the ironskin monk already has. At 4th level, and every 4 levels thereafter, this bonus increases by +1.

This ability replaces the monk's AC bonus ability and the ability to add her Wisdom bonus to her AC.

Bonus Feat

At 1st level, an ironskin monk adds Power Attack to her list of bonus feats.

At 6th level, she adds Improved Sunder to the list.

At 10th level, she adds Greater Sunder to the list.

These bonus feat choices replace Dodge, Mobility, and Spring Attack on her bonus feat list.

Resilience (Ex)

At 2nd level, an ironskin monk can shake off the physical effects of certain attacks. If she makes a Fortitude saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can be used only if the monk is wearing light armor or no armor. A helpless monk does not gain the benefits of resilience.

This ability replaces evasion.

Ki Pool (Su)

At 4th level, an ironskin monk can spend 1 point from her ki pool to gain a damage bonus equal to 1/2 her level against objects and constructs for 1 round.

Staggering Blow (Ex)

At 5th level, an ironskin monk attacking with an unarmed strike can spend 1 point from her ki pool as a free action after a successful critical hit to stagger the creature struck for 1 round (Fort DC 10 + 1/2 the ironskin monk's level + the ironskin monk's Wisdom modifier negates).

Staggering blow and tough as nails ability replace fast movement.

Tough as Nails (Ex)

At 6th level, an ironskin monk gains DR 1/—. Subtract 1 point from the damage the ironskin monk takes each time she is dealt damage from a weapon or a natural attack. This damage reduction increases by 1 point at 9th level and every 3 levels thereafter. Damage Reduction can reduce damage to 0 but not below 0. This stacks with the DR from the diamond resilience ki power.

Evasion (Ex)

At 9th level, an ironskin monk gains evasion.

This ability replaces improved evasion.

Surefooted (Ex)

At 13th level, an ironskin monk's speed is not reduced by difficult terrain.

This ability replaces tongue of the sun and moon.

Unbreakable (Ex)

At 20th level, an ironskin monk sets aside many of the frailties of mortal flesh. She becomes immune to death effects and stunning. She is not subject to ability damage or ability drain, and has a 75% chance of ignoring the extra damage dealt by critical hits and sneak attacks.

This ability replaces perfect self.

Kata Master

Source: Pathfinder Roleplaying Game Advanced Class Guide. This archetype has been developed beyond the original.

The kata master takes the visual aspect of her martial art to its logical extreme, harnessing her flowing movements and skilled maneuvers as a psychological weapon against her enemies. A kata master forsakes the mental discipline of her more contemplative brethren in favor of these flamboyant exhibitions. She often performs in staged fights and tournaments, utilizing stylized forms to amaze the audience and shock and dismay her opponents.

Alignment

The kata master can be of any alignment.

Panache

At 1st level, a kata master gains the swashbuckler's panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma bonus (minimum 1). A kata master can use an unarmed strike or monk weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.

Panache and the deeds granted by kata mastery from level 4 to 20 replace stunning fist.

Kata Mastery (Ex)

A kata master automatically gains the following swashbuckler deeds at the indicated levels.

Panache and the deeds from level 1 and 4 to 20 replace stunning fist. The 3rd level deed replaces still mind.

Way of Life Armor Class Bonus (Ex)

When unarmored and unencumbered, the kata master adds her Charisma bonus (if any) as a dodge bonus to her Armor Class and Combat Maneuver Defense. At 4th level, the kata master gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 for every four kata master levels thereafter, up to a maximum of +5 at 20th level.

She loses this bonus when she loses her Dexterity bonus to Armor Class, 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.

The kata master can substitute Charisma for Wisdom for the prerequisites of style feats and for the effect of style feats.

This replaces AC bonus.

Uncanny Dodge (Ex)

Starting at 2nd level, the kata master can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A kata master with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If the kata master already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. This replaces evasion.

Ki Panache (Su)

At 4th level, a kata master does not gain a ki pool. Instead, she can treat panache points as ki points for any ki powers.

As long as she has at least 1 point in her panache pool, she can make a ki strike. At 3rd level, ki strike allows her to treat any melee weapon she is proficient in as a monk weapon. At 7th level, her unarmed attacks gain a critical hit threat range of 18-20. At 10th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

This ability replaces ki pool.

Kata Master Ki Powers

The following additional ki powers are available to the kata master:

  • Cheat Death (Ex): The kata master gains the swashbuckler's cheat death deed. A kata master must be at least 16th level before selecting this ki power.
  • Deadly Stab (Ex): The kata master gains the deadly stab swashbuckler deed. A kata master must be at least 20th level before selecting this ki power.
  • Dizzying Defense (Ex): The kata master gains the dizzying defense swashbuckler deed. A kata master must be at least 16th level before selecting this ki power.
  • Kata Master's Initiative (Ex): The kata master gains the swashbuckler's initiative deed.
  • Perfect Thrust (Ex): The kata master gains the perfect thrust swashbuckler deed. A kata master be at least 16th level before selecting this ki power.
  • Superior Feint (Ex): The kata master gains the swashbuckler's superior feint deed. A kata master be at least 8th level before selecting this ki power.
  • Targeted Strike (Ex): The kata master gains the swashbuckler's targeted strike deed.

Weapon Kata Training (Ex)

At 5th level, a kata master gains the benefit of the Improved Critical feat with unarmed attacks and with any melee weapon with which she is proficient. This replaces purity of body.

Improved Uncanny Dodge (Ex)

A kata master of 9th level or higher can no longer be flanked.

This defense negates the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in classes that grant sneak attack than the target has levels in classes that grant uncanny dodge.

This replaces improved evasion.

Ki Mystic

Source: Advanced Player's Guide.

The ki mystic believes that violence is sometimes necessary, but knowing and understanding is the true root of perfection. Through meditation and spiritual visions, a ki mystic can see beyond the veil of reality to the underlying truth of all existence. A ki mystic has the following class features.

Ki Mysticism (Su)

At 3rd level, a ki mystic gains a pool of ki points equal to her Wisdom modifier. The pool increases to 1/2 her monk level + her Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in her ki pool, she gains a +2 bonus on all Knowledge skill checks. As a swift action, the monk can spend 1 ki point immediately before making an ability or skill check to gain a +4 insight bonus on the check.

This ability replaces still mind.

Mystic Insight (Su)

At 5th level, a ki mystic becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, the monk can spend 2 ki points to grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the monk to gain the reroll benefit.

This ability replaces purity of body.

Mystic Ki Powers (Su)

The following additional ki powers are available to the ki mystic:

  • Mystic Persistence (Su): The ki mystic can create an aura once per day as a swift action at the cost of at least 2 points of ki. The aura emanates out to a 20-foot radius. The monk and all allies within the aura can roll two dice when making an attack roll or a saving throw and take the better result. The aura lasts for 1 round, plus an additional round for every 2 ki points spent when the monk created the aura. The monk can dismiss the aura at any time as a free action, but the ki points for the full duration of the aura are lost. A monk must be at least 16th level before selecting this ki power.
  • Mystic Prescience (Su): The ki mystic gains a +2 insight bonus to AC and CMD. At 20th level, the bonus increases to +4. A monk must be at least 12th level before selecting this ki power.
  • Mystic Visions (Su): The ki mystic may receive mystic visions when she rests. These visions can come as a dream, an epiphany, or even as the voice of an old friend whispering in the monk’s mind. The effect is similar to a divination spell with a caster level equal to the monk’s level. The divination has no casting time; it is just part of the normal dreams or visions that occur every night. Using this ability costs 2 ki points that are removed from the next day’s total. A monk must be at least 8h level before selecting this ki power.

Maneuver Master

Source: Pathfinder Roleplaying Game Ultimate Combat.

The maneuver master specializes in more complicated moves than simple damage-dealing strikes.

Bonus Feat

In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat.

At 6th level and above, she may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat.

At 10th level and above, she may select any maneuver Strike feat (such as Tripping Strike (APG)) as a bonus feat.

Flurry of Maneuvers (Ex)

At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action.

At 11th level, a maneuver master may attempt a second additional combat maneuver.

This ability replaces flurry of blows and counts as flurry of blows for abilities that activate off flurry of blows, such as the additional attack from the ki pool ability.

Maneuver Defense (Ex)

At 3rd level, if a maneuver master has an improved combat maneuver feat, any creature attempting that maneuver against the maneuver master provokes an attack of opportunity, even if it would not normally do so.

This ability replaces still mind.

Meditative Maneuver (Ex)

At 5th level, as a swift action, a maneuver master can add her Wisdom modifier on any combat maneuver check she makes before the beginning of her next turn. She must choose which combat maneuver check to grant the bonus to before making the combat maneuver check.

This ability replaces purity of body.

Maneuver Master Ki Powers (Su)

The following additional ki powers are available to the maneuver master:

  • Reliable Maneuver (Ex): As a swift action, the maneuver master may spend 1 point from her ki pool before attempting a combat maneuver. She can roll her combat maneuver check for that maneuver twice and use the better result.
  • Sweeping Maneuver (Ex):The maneuver master can make two combat maneuvers as a standard action, as long as neither maneuver requires the maneuver master to move. She may perform two identical maneuvers against two adjacent enemies, or she may perform two different combat maneuvers against the same target. A monk must be at least 8th level before selecting this ki power.
  • Whirlwind Maneuver (Ex): Once per day as a full-round action, the maneuver master can attempt a single combat maneuver against every opponent she threatens, as long as the combat maneuver does not require movement. She makes a single combat maneuver check, and it applies to all targets. A monk must be at least 14th level and know sweeping maneuver before selecting this ki power.

Martial Artist

Source: Pathfinder Roleplaying Game Ultimate Combat.

The martial artist pursues a mastery of pure martial arts without the monastic traditions. She is a master of form, but lacks the ability to harness her ki.

Alignment

A martial artist may be of any alignment.

Pain Points (Ex)

At 3rd level, a martial artist’s advanced knowledge of anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of her Stunning Fist and quivering palm by 1.

This ability replaces still mind.

Martial Arts Master (Ex)

At 4th level, a martial artist may use her monk level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.

This ability replaces fast movement.

Exploit Weakness (Ex)

At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding her monk level against a DC of 10 + the object’s hardness or the target’s CR. If the check succeeds, the martial artist gains a +2 bonus on attack rolls until the end of her turn, and any attacks she makes until the end of her turn ignore the creature or object’s DR or hardness. A martial artist may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a +2 bonus on Sense Motive checks, Reflex saves, and a dodge bonus to AC against that opponent until the start of her next turn.

This ability replaces ki pool.

Extreme Endurance (Ex)

At 6th level, a martial artist gains immunity to fatigue. At 10th level, she also gains immunity to exhaustion. At 16th level, she gains immunity to stunning. At 20th level, she gains immunity to death effects and energy drain.

This ability replaces the ki powers gained at level 6, 10, and 20.

Physical Resistance (Ex)

At 4th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every four levels beyond 4th (to a maximum reduction of 5 at 20th level).

This ability replaces the ki powers gained at level 4, 8, and 12.

Defensive Roll (Ex)

At 14th level, a martial artist may use the defensive roll advanced rogue talent once per day, plus once per three levels beyond 14th (to a maximum of 3 times a day at 20th level).

This ability replaces the ki power gained at level 14.

Quivering Palm (Ex)

At 16th level, the martial artist can use this quivering palm ki power once per day. The martial artist may use this ability one additional time per day per level above 16th, but may not have more than one in effect at a time.

This ability replaces the ki power gained at level 16.

Greater Defensive Roll (Ex)

At 18th level, a martial artist suffers no damage on a successful defensive roll, and only half damage if the Reflex saving throw fails.

This ability replaces the ki power gained at level 18.

Master of Many Styles

Source: Pathfinder Roleplaying Game Ultimate Combat.

This style works as described and needs no update.

Monk of the Empty Hand

Source: Advanced Player's Guide. This archetype has been developed beyond the original.

The monk of the empty hand eschews normal weapons in favor of whatever is lying around—rocks, chair legs, flagons of ale, even a simple quill pen all become deadly weapons in the hands of such a monk. A monk of the empty hand draws on her own ki to infuse her improvised weapons with power, and can transform a broken bottle into a magical weapon.

Weapon and Armor Proficiency

Monks of the empty hand are proficient with the shuriken only. A monk of the empty hand treats normal weapons as improvised weapons with the following equivalencies (substituting all of their statistics for the listed weapon): a light weapon functions as a light hammer, a one-handed weapon functions as a club, and a two-handed weapon functions as a quarterstaff. A monk of the open hand does not suffer any penalties for using an improvised weapon and count all improvised weapons as monk weapons.

Because of her special relationship to improvised weapons, a monk of the empty hand cannot use the Catch Off-Guard feat, but counts as knowing the feat for prerequisites.

This replaces the normal monk weapon proficiencies.

Flurry of Blows (Ex)

Starting at 1st level, a monk of the empty hand can make a flurry of blows using any combination of unarmed strikes or attacks with an improvised weapon. She may not make a flurry of blows with any other weapons, including special monk weapons.

A monk of the empty hand’s flurry of blows otherwise functions as normal for a monk of her level.

Bonus Feat

A monk of the empty hand adds the following feats to her list of bonus feats: Improved Dirty Trick (APG), and Improved Steal (APG).

A monk of the empty hand adds the following feat to her list of bonus feats at 6th level: Improvised Weapon Mastery.

Versatile Improvisation (Ex)

At 3rd level, as a swift action, a monk of the empty hand may use an improvised weapon to deal damage as if it were another type (bludgeoning, piercing, or slashing) for 1 round, regardless of the weapon’s normal damage type.

Further, a monk of the empty hand can pick up an unattended object that she can use as a improvised weapon within her reach as part of the attack action.

This ability replaces still mind.

Ki Pool (Su)

At 4th level, in addition to the normal abilities of her ki pool, a monk of the empty hand may spend 1 point from her ki pool to increase the range increment for an improvised thrown weapon or shuriken by 20 feet for 1 round. A monk of the empty hand deals damage equal to her unarmed strike damage with an improvised weapon.

Ki Weapons (Su)

At 4th level, the monk may spend ki to grant an enhancement bonus or magical weapon abilities to an improvised weapon for 1 minute, at the rate of 1 point of ki per +1 bonus. The monk may only spend 1 point of ki at one time for this purpose. The ki weapon ability resides in the monk, not the weapon; if the monk throws a ki weapon and then picks up another improvised weapon, the ki weapon ability transfers to the new improvised weapon.

At 10th level, the limit increases to 3 ki and may use these points to gain temporary magic weapon special abilities. For example, a monk can spend 2 points of ki to give her improvised weapon a +1 enhancement bonus and the ki focus quality, or just the flaming burst quality.

At 16th level, the limit increases to 5 ki. The monk may now use this ability to add magical weapon qualities to improvised weapons that could not normally have such a quality, such as adding the disruption quality to a slashing weapon, or the vorpal quality to a bludgeoning weapon.

This ability replaces the ki powers gained at level 4, 10, and 16.

Monk of the Four Winds

Source: Advanced Player's Guide.

The monk of the four winds is connected to the natural world in a way few other creatures—even other monks—can hope to match. She can call upon the elements and the spirits of the world in times of need, and as she nears her goal of perfection, she gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.

Elemental Fist (Su)

At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if she does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of her Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist and counts as the elemental fury ki power for prerequisites.

Slow Time (Su)

At 13th level, a monk of the four winds can use her ki to slow time or quicken her movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during her turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity.

This replaces the style strike at level 13.

Aspect Master (Su)

At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk’s personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes her alignment to something outside the aspect’s alignment restrictions, she loses this ability and cannot regain it unless her alignment later changes again to match that of the aspect.

Aspect of the Carp: The monk’s skin becomes a coat of golden, iridescent fish scales, her neck grows gills, and her fingers become webbed. She can breathe water and gains a swim speed equal to her land speed. The carp is heroic and adventurous—a monk must be nonevil to take on the aspect of the carp.

Aspect of the Ki-Rin: The monk’s skin takes on a golden luminescence, and a silvery mane that cannot be bound grows atop her head. She gains a fly speed equal to her land speed, but she must end each turn on the ground. If the monk does not land by the end of her turn, she falls from whatever height she has attained. The ki-rin is honorable, honest, and self-sacrificing—a monk must be lawful good to take on the aspect of the ki-rin.

Aspect of the Monkey: The monk’s face becomes that of a monkey, and she grows a prehensile tail. The monk can pick up objects and make unarmed attacks with her tail (though the tail does not grant additional unarmed attacks or natural attacks). In addition, the monk gains a climb speed equal to her land speed. The monkey is a creature of whimsy and a lover of pranks—a monk of any alignment can take on the aspect of the monkey.

Aspect of the Oni: The monk’s skin becomes pitch black, and her hair turns white, black, red, or violet. She can assume gaseous form (as the spell) as a standard action for 1 minute per day per monk level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The oni is treacherous and deceitful, and it hungers for the pain and death of living creatures—a monk must be evil to take on the aspect of the oni.

Aspect of the Owl: The monk grows feathers, and her head becomes avian, with wide, unblinking eyes. She gains a fly speed of 30 feet. The owl is a sage creature, deeply serious, and driven toward a single goal—a monk of any alignment can take on the aspect of the owl.

Aspect of the Tiger: Dark stripes appear on the monk’s skin, and her face becomes more feline. Her eyes become catlike, with vertical pupils, and her canines enlarge. Once per hour, the monk can move at 10 times her normal land speed when she makes a charge and is treated as if she had the pounce ability. The tiger is swift, fierce, and deadly—a monk of any alignment can take on the aspect of the tiger.

This ability replaces the level 17 style strike.

Immortality (Su)

At 20th level, a monk of the four winds no longer ages. She remains in her current age category forever. Even if the monk comes to a violent end, she spontaneously reincarnates (as the spell) 24 hours later in a place of her choosing within 20 miles of the place she died. The monk must have visited the place in which she returns back to life at least once.

This ability replaces perfect self.

Monk of the Healing Hand

Source: Advanced Player's Guide.

Monks of the healing hand seek perfection through helping others. By focusing their meditations on the flow of life within themselves and all creation they gain an understanding of how to share their ki with others, healing wounds and even bringing the dead back to life. For such a monk, sacrificing herself to save another is the surest way to achieve transcendence. A monk of the healing hand has the following class features.

Healing Hand Ki Powers (Su)

The following additional ki powers are available to the monk of the healing hand:

  • Ancient Healing Hand (Su): The monk of the healing hand can heal another creature’s wounds with a touch. As a full-round action, the monk can spend 1 ki point to heal a number of hit points equal to twice the monk’s level. She needs at least one hand free to use this ability, and cannot heal herself. The monk and her patient must remain in contact until the monk's next turn. If the action is interrupted, the subject heals no hit points, and the ki points are lost.
  • Ki Sacrifice (Su): The monk of the healing hand can use her entire ki pool to bring a person back to life. It takes 1 hour to perform this ritual. At the end of the ritual, the monk sacrifices all of her ki in order to cast raise dead (as the spell) with a caster level equal to her monk level. The ritual uses all of the ki in the monk’s ki pool; the monk must have at least 6 points of ki in her ki pool to use this ability. A monk must be at least 10th level and know ancient healing hand before selecting this ki power.
  • True Ki Sacrifice (Su): The monk may sacrifice her ki to cast resurrection. The monk must have at least 8 points of ki in her ki pool to use this ability. These rituals do not require material components. When this ability is used, the monk’s ki pool is not replenished until 24 hours have passed. A monk must be at least 16th level and know ki sacrifice before selecting this ki power.

True Sacrifice (Su)

At 20th level, in a final selfless act, a monk of the healing hand can draw in her entire ki, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the monk’s level. When the monk does this, she is truly and utterly destroyed. A monk destroyed in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the monk’s name can never be spoken or written down again. All written mentions of her name become nothing more than a blank space. This ability replaces perfect self.

Monk of the Lotus

Source: Advanced Player's Guide.

Monks are warriors who hone their bodies into deadly weapons, but some monks eschew violence in favor of a more peaceful philosophy. While a monk of the lotus realizes that combat cannot always be avoided—and is more than capable in a fight—she understands that all creatures are connected, and to harm another is to harm the self. Instead, she strives to find peaceful resolutions to conflicts, and in doing so, hopes to achieve inner peace. A monk of the lotus has the following class features.

Touch of Serenity (Su)

At 1st level, a monk of the lotus gains Touch of Serenity (APG) as a bonus feat, even if she does not meet the prerequisites. At 5th level, and every five levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies. This is a mind-affecting effect.

This ability replaces stunning fist.

Convincing The Unrepentent (Su)

At 5th level, the monk of the lotus can cause the normal amount of nonlethal damage when using touch of serenity. This ability replaces the style strike ability from level 5.

Touch of Grace (Su)

At 9th level a creature affected by the monk's touch of serenity cannot take any action except to move or to talk. This ability replaces the style strike ability from level 9.

Touch of Surrender (Sp)

At 13th level, a monk of the lotus makes a foe into a friend with a single show of mercy. As an immediate action, when one of her melee attacks would reduce a creature to 0 or fewer hit points, the monk can spend 6 ki points to make the target of that attack surrender. When the target surrenders, it is reduced to 0 hit points, becomes disabled, and is charmed, as if the monk had cast charm monster with a caster level equal to the monk’s level. The target does not get a saving throw against this effect. This charm lasts until its duration expires, until the monk dismisses it or uses it on another creature, or until the target is again reduced to 0 or fewer hit points, whichever happens first. The monk can only have one creature charmed with touch of surrender at a time. This is a mind-affecting charm effect. This ability replaces the style strike ability from level 13.

Touch of Peace (Su)

At 15th level, a monk of the lotus can set up vibrations within the body of another creature to win over the creature’s mind. The monk can use touch of peace once per day, and must announce her intent before making her attack roll. On a successful hit, the attack deals no damage, but the target is charmed as if the monk had cast charm monster with a caster level equal to the monk’s level. The target does not get a saving throw against this effect. The creature is charmed for 1 day per level. If the monk or her allies attack the charmed creature, or if the monk asks or commands the charmed creature to take hostile actions, the effect ends. This is a mind-affecting charm effect.

This ability replaces the style strike ability from level 15.

Learned Master (Ex)

At 17th level, a monk of the lotus gains all Knowledge skills and the Linguistics skill as class skills. The monk uses Wisdom instead of Intelligence as the key ability for these skills.

This ability replaces the style strike ability from level 17.

Monk of the Sacred Mountain

Source: Advanced Player's Guide.

The monk of the sacred mountain finds strength and power in the earth beneath her feet. Rather than spinning though the battlefield with the fluid motion of the river, she roots herself to the ground, as immovable and unshakable as the stones of the mountain. A monk of the sacred mountain has the following class features.

Iron Monk (Ex)

At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. This stacks with any natural armor the monk may have.

This ability replaces evasion.

Bastion Stance (Ex)

At 3rd level, a monk of the sacred mountain becomes like stone, nearly impossible to move when she stands her ground. If the monk starts and ends her turn in the same space, she gains the benefits of bastion stance.

She cannot be knocked prone or forcibly moved until the start of her next turn, except by mind-affecting or teleportation effects.

At 9th level, she gains a +2 shield bonus to AC and CMD until the start of her next turn. As a swift action, she can spend 1 ki point to increase this bonus to +4.

At 15th level, she is immune to any attempts to force her to move, even mind-affecting and teleportation effects.

This ability replaces fast movement.

Adamantine Monk (Ex)

At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that she gains DR 1/—. This DR increases by 1 for every three levels thereafter, to a maximum of 4/—at 18th level. As a swift action, the monk can spend 1 ki point to double her DR for one minute.

This ability replaces improved evasion.

Vow of Silence (Su)

At 13th level, a monk of the sacred mountain becomes as impassive as stone, making a vow of silence in exchange for greater abilities. The monk gains a +2 insight bonus to AC and CMD and a +4 bonus on Sense Motive, Stealth, and Perception checks. The monk does not lose the capacity for speech, but if she ever speaks, she loses this feature for 24 hours.

This ability replaces tongue of the sun and the moon.

Monk of the Seven Winds

Source: Pathfinder Campaign Setting: Inner Sea Combat.

These monks study a fighting style featuring lightning-fast strikes that mimic both dervish dances and the searing winds of the arid desert, favoring mobility and endurance.

Bonus Feats

A monk of the seven winds loses the ability to take Improved Disarm, Improved Feint, Improved Grapple, and Improved Trip as bonus feats. She adds Nimble Moves to her list of bonus feats. At 6th level, she also adds Acrobatic Steps and Wind Stance to her list of bonus feats. At 10th level, she adds Lightning Stance to her list of bonus feats.

Lightning Finish (Ex)

At 1st level, as an immediate action, a monk of the seven winds can make a single attack with a manufactured light or one-handed slashing weapon she is currently wielding against any target she has successfully hit at least twice with her unarmed strike during her turn. This attack deals normal damage but without the normal Strength bonus to damage.

At 4th level, she can take a 5-foot step before or after performing a lightning finish so long as she ends adjacent to her target.

At 8th level, she applies her full Strength bonus to her damage roll for the extra attack, even if she made the attack with an off-hand weapon or with a weapon wielded in two hands.

At 12th level, if she hits the target at least three times with her unarmed strike during her turn, she can take a normal move instead of a 5 ft. step.

A monk of the seven winds can use this ability a number of times per day equal to her monk level, but no more than once per round.

This ability replaces stunning fist.

Endurance (Ex)

At 5th level, a monk of the seven winds gains Endurance as a bonus feat.

This ability replaces the style strike ability from level 5.

Defensive Spin (Ex)

At level 9, the monk of the seven winds must select defensive spin as her style strike.

Sirocco Fury (Su)

At 13th level, a monk of the seven winds can spend 2 ki points as a full-round action to enter a meditative trance that replicates the spell dance of a hundred cuts, using her monk level as her caster level. Unlike the spell, a monk of the seven winds must both move 5 feet and make a melee attack each round after she begins this trance to prevent the effect from ending. At 15th level, she can instead spend 3 ki points when using this ability to make her trance replicate dance of a thousand cuts with the same limitations.

This ability replaces the style strike abilities from level 13 and 15

Flying Kick (Ex)

At level 17, the monk of the seven winds must select flying kick as her style strike.

Nimble Guardian (Catfolk)

Source: Pathfinder Roleplaying Game Advanced Race Guide. This archetype has been developed beyond the original.

The nimble guardian is an archetype of the monk class, available to catfolk monks.

Some catfolk monks dedicate their graceful prowess to the defense of their close friends, especially those dedicated to a similar ethos or who prove themselves as stalwart allies of the monk.

Alignment

A nimble guardian can be of any alignment, but most are chaotic. She has no code, but holds her own honor high. Few nimble guardians will back down from a challenge. A good or neutral nimble guardian defends her friends with her life. An evil nimble guardian sees the world as her playground.

Way of Life Armor Bonus (Ex)

When unarmored and unencumbered, the nimble guardian adds her Charisma bonus (if any) as a dodge bonus to her Armor Class and Combat Maneuver Defense. At 4th level, when the nimble guardian gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 for every four nimble guardian levels thereafter, up to a maximum of +5 at 20th level.

She loses this bonus when she loses her Dexterity bonus to Armor Class, 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.

The nimble guardian can substitute Charisma for Wisdom for the prerequisites of style feats.

This replaces AC bonus.

Defensive Aid (Ex)

At 3rd level, a number of times per day equal to her Charisma bonus, a nimble guardian can interpose herself between one adjacent ally and an attack or damage dealt in an area of effect. If an adjacent ally is the target of the attack or is required to make a Reflex saving throw against a damaging effect, as an immediate action the nimble guardian can grant that ally a +4 circumstance bonus to AC or on the saving throw against the effect. The nimble guardian must use this ability before the attack roll or saving throw is made. The nimble guardian can only use this ability if she is not wearing armor.

This ability replaces still mind.

Defensive Mastery (Ex)

At 5th level, a nimble guardian gains 3 additional uses of her defensive aid ability per day. Furthermore, if an ally that gained the benefit of a use of defensive aid succeeds her Reflex saving throw, and the effect still deals damage on a successful saving throw, the nimble guardian can spend 1 ki point to negate that damage. Doing so is not an action.

This ability replaces purity of body.

Ki Pool (Ex)

At 10th level, as long as she has at least 1 ki point in her pool, the nimble guardian can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A nimble guardian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. This replaces the level 10 ki strike ability.

Guardian Feline (Su)

At 13th level, a nimble guardian can transform herself into a feline creature by spending 2 ki points. The effect lasts for 1 hour or until the nimble guardian changes back. Changing form (to animal or back) is a standard action and does not provoke an attack of opportunity. The chosen form must be some form of feline (cheetah, lion, etc.). This ability is otherwise identical to beast shape III.

This ability replaces tongue of the sun and moon.

Qinggong Monk

Source: Pathfinder Roleplaying Game Ultimate Magic.

This style works as described without revision. It is also redundant, because the unchained monk can pick the qinggong monk's ki powers and these powers are all that set it apart.

Sensei

Source: Pathfinder Roleplaying Game Ultimate Combat.

The sensei is a revered teacher who imparts lessons on the oneness of mind, body, and spirit, along with occasional correction that is subtle and swift. Rather than using wisdom for his own benefit alone, he uses it to better those around him.

Class Skills

A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills.

Advice (Ex)

A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).

This ability replaces fast movement, style strike, and improved evasion.

Insightful Strike (Ex)

At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.

This ability replaces evasion and the bonus feat gained at 2nd level.

Mystic Wisdom (Su)

At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself.

At 10th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 10th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall.

At 14th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round.

This ability replaces the bonus feats gained at 6th, 10th, and 14th level.

Sohei

Source: Pathfinder Roleplaying Game Ultimate Combat.

The sohei are masters of the horse and the hunt. A monastic soldier, the sohei is equally adept at combat afoot or on horseback. While skilled in unarmed techniques, many sohei favor weapons they can use while mounted on horseback or against others’ horses.

Class Skills

A sohei gains Handle Animal as a class skill.

Weapon and Armor Proficiency

A sohei is proficient with all simple and martial weapons and with light armor. A sohei who wears armor cannot use the AC bonus ability.

Bonus Feat

A sohei may select Mounted Combat and all feats that have Mounted Combat as a prerequisite as bonus feats, but must fulfill the prerequisites of these feats.

Flurry of Blows

A sohei may use flurry of blows while wearing light armor or wielding a non-monk weapon she is proficient in.

Devoted Guardian (Ex)

At 1st level, a sohei can always act in a surprise round even if she does not notice her enemies, though she remains flat-footed until she acts. In addition, a sohei gains a bonus on initiative rolls equal to 1/2 her monk level. At 20th level, a sohei’s initiative roll is automatically a natural 20.

This ability replaces Stunning Fist.

Unarmed Strike

A sohei’s unarmed strike damage does not increase at 4th level and above.

Monastic Mount (Su)

At 3rd level, the sohei gains the ki mount ki power. The shoei gains the automatic parts of the ability at level 3 but may not spend ki points on this ability until she gains a ki pool at level 4. At level 6, and every three class levels thereafter, the amount of temporary hit points per level the mount gains is increased by one, to a maximum of seven temporary hit points per level at level 18. This ability replaces fast movement.

Ki Weapon (Su)

At 4th level, as a swift action, a sohei may spend 1 point from her ki pool to grant any weapon she wields (including her unarmed strike) a +1 enhancement bonus on attack and damage rolls, increasing the ki cost and enhancement bonus by +1 per four levels after 4th to a maximum bonus of +5 at 20th level. The total enhancement bonus of a weapon cannot exceed +5, but she may use these points to gain temporary magic weapon special abilities. For example, an eight level sohei can spend 2 points of ki to give her weapon a +1 enhancement bonus and the ki focus quality, or just the flaming burst quality. This effect lasts one minute.

This ability replaces increased unarmed damage from level 4 and up.

Weapon Training (Ex)

At 5th level, a sohei gains weapon training in one of the following weapon groups, as the fighter class feature: bows, crossbows, monk weapons, polearms, spears, or thrown weapons. Every four levels thereafter (9th, 13th, and 17th), the shoei becomes further trained in another group of weapons, to a maximum of four at 17th level. A sohei may use flurry of blows and ki strike with any weapon in which she has weapon training.

This replaces style strike.

Spirit Master

Source: Pathfinder Player Companion: Undead Slayer's Handbook.

Spirit masters are monks who specialize in combating the undead, laying their corpses to rest, and sending their souls to final judgment.

Spirit Combat (Su)

At 2nd level, a spirit master can charge her unarmed strike so it affects incorporeal creatures. The spirit master's unarmed strike deals half damage to incorporeal creatures, or full damage if it's a magic weapon (such as via an amulet of mighty fists or the ki strike ability). This ability replaces evasion.

Resilient Soul (Ex)

At 3rd level, a spirit master gains a +2 bonus on saving throws against necromancy spells and effects and against the spell-like and supernatural abilities of undead.

This ability replaces still mind.

Diamond Spirit (Ex)

At 5th level, a spirit master becomes fortified against the effects of energy drain. When the spirit master gains a negative level, she does not take any penalties, her total hit points remain unchanged, and she is not considered lower level for the purpose of level-dependent variables. Once per day when attempting a Fortitude save to remove a temporary negative level, the spirit master may choose to automatically succeed. The spirit master still dies if her number of negative levels equals or exceeds her number of Hit Dice. This ability replaces the style strike gained at level 5.

Spirit Burst (Su)

At 9th level, whenever a spirit master destroys an undead creature with a melee attack, she may as a free action expend 2 points from her ki pool to release an 15-foot-radius burst of positive energy centered on the destroyed creature. Undead creatures in the affected area each take a number of points of damage equal the number of Hit Dice of the destroyed creature. Living creatures in the area are healed by the same amount. This ability replaces the style strike gained at level 9.

Stalwart (Ex)

At 9th level, a spirit master can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the spirit master is wearing no armor. A helpless spirit master does not gain the benefit of the stalwart ability. This replaces improved evasion.

Spirit Flow (Su)

At 13th level, a spirit master can dramatically alter the flow of her own ki. As an immediate action, the spirit master can expend 3 ki points to alter her ki for a number of rounds equal to her class level. During this time, she is healed by negative energy as if she were an undead creature. The spirit master is still healed by positive energy as normal. This ability replaces the style strike gained at level 13.

Purifying Palm (Su)

At 15th level, the spirit master gains the ability to alter the balance of positive and negative energy within an opponent's body. The spirit master can make a purifying palm attack once per day, and must announce her intention before making a melee attack roll. If her attack deals damage, the target must attempt a Will save (DC = 10 + 1/2 the spirit master's class level + the spirit master's Wisdom modifier). On a failed save, the target cannot channel energy, nor can it be healed by positive or negative energy. This effect lasts for 1 round per class level. If the target is an undead creature, it must succeed at its Will save or be instantly destroyed. This ability replaces the style strike gained at level 15.

Spirit Mastery (Su)

At 17th level, a spirit master gains DR 10/evil and becomes immune to ability drain and ability damage. Additionally, once per week, the spirit master may bring a dead creature back to life. This ability functions as true resurrection, except the spirit master may not resurrect a creature that has been dead for longer than 1 day per class level. This ability replaces the style strike gained at level 17.

Student of the Stone (Oread)

Source: Pathfinder Roleplaying Game Advanced Race Guide.

The student of the stone is an archetype of the monk class, available to oread monks.

By following the path of the stone, students of stone give up much of monks' mobility in favor of sheer resilience.

Hard as Stone (Ex)

At 2th level, a student of stone gains the benefits of the light fortification armor property.

This ability replaces evasion.

Strength of Stone (Ex)

At 3rd level, a student of stone learns to draw strength from the earth. So long as both she and her opponent are touching the ground, the student of stone gains a +1 bonus on attack rolls, damage rolls, bull rush and trip combat maneuver rolls, and to her CMD when resisting a bull rush or trip attempt.

At 6th level, as a swift action, a student of stone can spend 1 ki point to gain DR 2/magic for one minute.

At 9th level, she gains DR 4/magic instead.

At 12th level, she DR 6/chaotic instead.

At 15th level, she gains DR 10/chaotic instead.

This ability replaces fast movement.

Bonus Feat

At 6th level, a student of stone adds Elemental Fist to his list of available bonus feats. If the student of stone selects Elemental Fist as a bonus feat, he may only deal acid damage when using the feat.

At 10th level, the student of stone adds Shaitan Style to his list of bonus feats.

At 14th level, he adds Shaitan Skin.

At 18th level, he adds Shaitan Earthblast.

This otherwise functions as and alters the bonus feat ability.

Body of Stone (Ex)

At 9th level, a student of stone gains the benefits of the moderate fortification armor property.

This ability replaces improved evasion.

Soul of Stone (Su)

At 13th level, as a swift action, a student of stone can spend 1 ki point to gain tremorsense 15 feet until her next turn.

At 16th level, the range of this tremorsense increases to 30 feet.

This ability replaces tongue of the sun and moon.

Stone Self

At 20th level, a student of stone becomes an outsider with the earth subtype. She gains DR 5/chaotic, burrow speed 20 feet, and tremorsense 20 feet.

Terra-Cotta Monk

Source: Pathfinder Player Companion: Dungeoneer's Handbook.

Possessing a natural affinity for all things earthen, terra-cotta monks are experts at turning the stone around them against their enemies.

Class Skills

A terra-cotta monk adds Knowledge (dungeoneering), Knowledge (engineering), and Disable Device to her list of class skills and removes Knowledge (history), Perform, and Ride.

Trap Intuition (Ex)

At 2nd level, whenever a terra-cotta monk comes within 10 feet of a trap, she receives an immediate Perception check to notice the trap. The GM should make this check in secret. A terra-cotta monk gains a +2 bonus on Perception checks to notice traps. This bonus increases to +4 if the trap is located in a stone wall or floor. This ability replaces bonus feat at level 2.

Stone Grip (Su)

At 5th level, a terra-cotta monk adds a bonus equal to her class level on all Climb checks. She can move at her full movement rate while climbing with no increase to the check's DC and without losing her Dexterity bonus to AC. By spending 1 point from her ki pool as a swift action, a monk gains the benefits of spider climb for 1 round, but moving at full speed. This ability replaces the style strike at level 5.

Trap Dodge (Ex)

At 9th level, a terra-cotta monk gains a bonus equal to her Wisdom modifier on all saving throws made against effects produced by mechanical traps. This ability replaces the style strike at level 9.

Sudden Adit (Su)

At 13th level, a terra-cotta monk can create passages through stone or dirt as if using the spell passwall with a caster level equal to her monk level. Using this ability is a move action that consumes 2 points of the monk's ki pool. This ability replaces the style strike at level 13.

Petrifying Strike (Su)

At 15th level, a terra-cotta monk can turn an opponent to stone with a single strike. She can use this ability once per day, and must announce the attempt before making her attack roll. If the terra-cotta monk's strike is successful, the creature must succeed at a Fortitude save (DC = 10 + 1/2 the monk's level + the monk's Wis modifier) or be petrified for 1 hour per monk level. Incorporeal creatures and creatures immune to petrification are unaffected by this ability. This ability replaces the style strike at level 15.

Rainmaker (Su)

At 17th level, anytime a terra-cotta monk is underground, she may cause a section of the roof to come down on her enemies per the spell earthquake, with a caster level equal to her monk level. The terra-cotta monk may use this ability only while in a cave, cavern, or tunnel. Using this ability is a standard action that consumes 3 points from her ki pool. This ability replaces the style strike at level 17.

Tetori

Source: Pathfinder Roleplaying Game Ultimate Combat.

The style of the tetori is that of the majestic wrestler—a warrior with a dizzying array of grabs, holds, and locks with which to bewilder and incapacitate her foes.

Bonus Feat

A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Stunning Pin (UC), 6th level—Greater Grapple, 10th level—Pinning Knockout (UC), 14th level—Chokehold (UC), 18th level—Neckbreaker (UC).

These feats replace a monk’s normal bonus feats.

Tetori Master

A tetori learns advanced grappling techniques as she advances in level. This replaces all ki powers.

Counter-Grapple (Ex) At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple her. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 9th level, she may use counter-grapple even if her attacker has concealment or total concealment, at 13th level even if she is flat-footed, and at 18th level even if her attacker has exceptional reach—even if the enemy is not in the tetori's reach.

Graceful Grappler (Ex) At 6th level, she can make attacks of opportunity while grappling, and retains her Dexterity bonus to AC when pinning an opponent or when grappled. She can grapple a creature of any size. A creature two size categories larger than the tetori cannot be pinned and can still move normally, pulling the tetori along at its normal speed, but remains grappled.

Grab (Ex) At 8 level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures her own size or smaller by spending 1 point from her ki pool, or against larger creatures by spending 2 points from her ki pool.

Break Free (Ex) At 10th level, a tetori adds half her monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes her to become entangled, paralyzed, slowed, or staggered, she may spend 1 point from her ki pool as an immediate action to attempt a new save.

Inescapable Grasp (Su) At 12th level, a tetori can spend 1 point from her ki pool to suppress her opponents’ freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. At 13th level, this ability also duplicates the effect of dimensional anchor. At 18th level, the tetori’s unarmed strike gains the ghost touch special ability, and an incorporeal creature that she strikes gains the grappled condition (Reflex negates, DC 10 + 1/2 the wrestler’s level + her Wisdom modifier). Inescapable grasp is a swift action and lasts until the beginning of the wrestler’s next turn.

Form Lock (Ex) At 14th level, a tetori can negate a polymorph effect by touch. This requires a Wisdom check, adding a bonus equal to her monk level, against a DC of 11 + the caster level of the effect (or HD of the creature, for supernatural polymorph effects). This is a standard action requiring 2 points from the tetori’s ki pool, or an immediate action if a creature the tetori is grappling attempts to use a polymorph effect.

Constrict (Ex) At 16h level, a tetori gains the constrict special attack, inflicting her unarmed strike damage on any successful grapple check.

Mighty Grappler (Ex) At 18th level, she can grapple a creature of any size, and the creature suffers all the normal penalties of being grappled regardless of relative size.

Constrict (Ex) At 20th level, as a move action, a tetori can make her tissues ultra-dense for 1 minute as the iron body spell by spending 3 points from her ki pool.

Treetop Monk (Vanara)

Source: Pathfinder Roleplaying Game Advanced Race Guide.

The treetop monk is an archetype of the monk class, available to vanara monks.

While many vanaras follow traditional monastic training and traditions, others learn to blend exotic combat and the mysterious forces of ki with the natural world, allowing them to move through trees and overgrowth to deliver devastating attacks.

A treetop monk has the following class features:

Wood Affinity (Ex)

At 3rd level, a treetop monk adds half the base speed bonus from her fast movement ability to her racial climb speed.

At 5th level, a treetop monk may expend 1 point from her ki pool as a free action to treat a wooden object as if it were not broken for 1 minute (this includes a weapon with a wooden haft such as an axe or spear).

At 8th level, as a free action, a treetop monk can expend 1 point from her ki pool to use the Lunge feat with any wooden or wood-hafted melee weapon.

This ability replaces still mind.

Freedom of Movement (Su)

At 13th level, a treetop monk may expend 1 point from her ki pool as a swift action to gain the effects of freedom of movement for 1 minute.

This ability replaces tongue of the sun and moon.

Underfoot Adept (Halfling)

Source: Pathfinder Roleplaying Game Advanced Race Guide.

The underfoot adept is an archetype of the monk class, available to halfling monks.

An underfoot adept turns her diminutive stature and unorthodox footwork into a powerful weapon. Effortlessly moving across the battlefield, she ducks under the legs of larger creatures and then topples them with surprising attacks.

Underfoot Grace (Ex)

An underfoot adept uses her size and grace to avoid the attacks of those she passes. When using the Acrobatics skill to avoid attacks of opportunity, she takes no penalty when doing so at full speed or while moving through an enemy's space.

At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. She gains Improved Trip as a bonus feat, even if she does not meet the requirements. At 4th level, and every four levels thereafter, she acts as if she is one size larger for the purposes of determining the maximum size of creatures she can trip and when determining her CMB and CMD for purposes of a trip combat maneuver.

This ability replaces stunning fist.

Wanderer (Human)

Source: Pathfinder Roleplaying Game Advanced Race Guide.

The wanderer is an archetype of the monk class, available to human monks.

Some monks wander the world in humility to learn and to share wisdom and philosophy from their teachers with those they meet, often aiding those who are in need.

Class Skills

The wanderer adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to her list of class skills.

Far Traveler (Ex)

At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. This weapon becomes a monk weapon in the far traveler's hands. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon.

This ability replaces the bonus feat gained at 1st level.

Long Walk (Ex)

At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when she makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue.

This ability replaces still mind.

Inscrutable (Ex/Sp)

At 5th level, the wanderer gains an air of mystery. The DC to gain information or insight into the wanderer with Diplomacy, Knowledge skills, or Sense Motive increases by 5. The wanderer leaves no trail and cannot be tracked, though she can leave a trail if desired. By spending 1 point from her ki pool, she can use ant haul (UC), feather step (APG), longstrider, pass without trace, or tireless pursuit (APG) as a spell-like ability (with a caster level equal to her monk level). In addition, by spending 1 point from her ki pool, the wanderer gains nondetection for 24 hours with a caster level equal to her monk level.

This ability replaces purity of body.

Wanderer's Wisdom (Ex)

At 9th level, the wanderer can dispense excellent advice in the form of philosophical proverbs and parables. As a swift action, the wanderer can inspire courage or inspire competence as a bard of her monk level by spending 2 points from her ki pool. This affects one creature within 30 feet and lasts a number of rounds equal to the wanderer's Wisdom modifier (minimum 1 round). This ability is language-dependent.

This ability replaces improved evasion.

Disappear Unnoticed (Ex)

At 17th level, the wanderer may use Stealth to hide even while being directly observed or when no cover or concealment is available, as long as she is adjacent to at least one creature of her size or larger, by spending 1 point from her ki pool. This effect lasts for one minute or until the wanderer is spotted.

This ability replaces timeless body.

Free Step (Su)

At 19th level, the wanderer gains continuous freedom of movement.

This ability replaces flawless mind.

Weapon Adept

Source: Advanced Player's Guide.

This archetype works as written and does not need to be updated.

Wildcat

Source: Pathfinder Roleplaying Game Advanced Class Guide. The wildcat has been extensively revised.

A wildcat is a student of the school of hard knocks, who dedicates herself to learning how to take down foes by any means necessary. A wildcat isn't afraid to smash a tankard over a foe's head, stomp an opponent's foot, gouge an eye, or generally create mayhem to gain any possible advantage.

Alignment

A wildcat may be of any alignment, most wildcats are chaotic.

Improvised Weapon Mastery (Ex)

Starting at 1st level, a wildcat's damage with improvised weapons increases. When wielding an improvised weapon, she suffer no penalty on attack rolls and uses the unarmed strike damage of a monk of her level instead of the base damage for that weapon. This increase in damage does not affect any other aspect of the weapon. The wildcat can decide to use the weapon's base damage instead of her adjusted unarmed strike damage. This must be declared before the attack roll is attempted. Because of her special relationship to improvised weapons, a wildcat cannot use the Catch Off-Guard feat, but counts as knowing the feat for prerequisites.

This ability replaces the bonus feat at level 4.

Ready for Anything (Ex)

At 3rd level, a wildcat gains a +2 bonus on initiative checks and Perception checks to act in a surprise round.

This ability replaces still mind.

Brawler Maneuver Training (Ex)

At 4th level, a wildcat gains additional training with the dirty trick combat maneuver. She gains a +1 bonus on combat maneuver checks when attempting this combat maneuver and a +1 bonus to her CMD when defending against this maneuver.

At 7th, 10th, and 16th levels, a wildcat becomes further trained in another combat maneuver, gaining the above +1 bonus on combat maneuver checks and to CMD. In addition, the bonuses granted by previous maneuver training increase by 1 each. For example, when a wildcat reaches 7th level, she gains a +1 bonus on one type of combat maneuver, +1 to her CMD against that combat maneuver, and the bonuses for the dirty trick combat maneuver increase to +2.

This ability replaces ki pool and the ki power at level 6.

Bonus Feat

A wildcat adds the following feats to her list of bonus feats at 6th level: Improved Dirty Trick (APG), Improved Reposition (APG), Improved Steal (APG). She adds the following feats to her list of bonus feats at 10th level: Quick Dirty Trick (UC), Quick Reposition (UC), Quick Steal (UC).

Knockout (Ex)

Starting at 8th level, once per day a wildcat can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the wildcat's strike is successful and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the wildcat's level + the higher of the wildcat's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on the wildcat's turn, the unconscious target can attempt a new saving throw to end the effect. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 12th level and every 4 levels thereafter, a wildcat can use this ability an additional per day.

This ability replaces the ki power at level 8, 12, 16, and 20.

Poison Immunity (Ex)

At 10th level, the wildcat becomes immune to poison and recreational drugs.

This ability replaces the ki power at level 10.

Turn the Tables (Ex)

At 14th level, opponents provoke an attack of opportunity from the wildcat whenever they fail at a combat maneuver against the wildcat.

This ability replaces the ki power at level 14.

Dirty Blow (Ex)

At 18th level, when a wildcat succeeds at a dirty trick combat maneuver, she can deal her unarmed strike damage to that opponent.

This ability replaces the ki power at level 18.

Zen Archer

Source: Advanced Player's Guide. This archetype has been expanded.

Some monks seek to become one with another weapon entirely—the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow’s limbs, and the flight of an arrow fired true.

Weapon and armor Proficiency

Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

Flurry of Blows (Ex)

Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). She may not make a flurry of blows with her unarmed attacks or any other weapons. A zen archer does not apply her Strength bonus on damage rolls made with flurry of blows unless she is using a composite bow with a Strength rating.

A zen archer’s flurry of blows otherwise functions as normal for a monk of her level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with her bow.

Bonus Feats

A zen archer’s bonus feats must be taken from the following list: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, and Precise Shot.

At 6th level, the following feats are added to the list: Focused Shot (APG), Improved Precise Shot, Mobility, and Parting Shot (APG).

At 10th level, the following feats are added to the list: Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows.

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

These feats replace the monk’s normal bonus feats.

Perfect Strike (Ex)

At 1st level, a zen archer gains Perfect Strike (APG) as a bonus feat, even if she does not meet the prerequisites. A zen archer can use Perfect Strike with any bow.

At 4th level, a zen archer gains Point Blank Master (APG) as a bonus feat, even if she does not meet the prerequisites.

At 8th level, a zen archer may spend 1 point from her ki pool as a swift action to change the damage dice of arrows she shoots to that of her unarmed strikes. This lasts until the start of her next turn. For example, a Medium zen archer’s short bow normally deals 1d6 damage; using this ability, her arrows deal 1d8 damage until the start of her next turn.

At 12th level, as long as she has at least 1 point of ki in her ki pool, a zen archer may treat arrows fired from her bow as if they were ki focus weapons, allowing her to use her special ki attacks and powers as if her arrows were unarmed attacks.

At 16th level when using Perfect Strike, the monk can roll her attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of her other two rolls to use as her confirmation roll.

This ability replaces stunning fist.

Way of the Bow (Ex)

At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow. At 5th level, the monk gains Weapon Specialization with the same weapon as a the Weapon Focus bonus feat, even if she does not meet the prerequisites.

This replaces evasion and purity of body.

Zen Archery (Ex)

At 3rd level, a zen archer may use her Wisdom modifier instead of her Dexterity modifier on ranged attack rolls when using a bow.

This ability replaces still mind.

Ki Pool (Su)

At 4th level, in addition to the normal abilities of her ki pool, a zen archer may spend 1 point from her ki pool to increase the range increment for her bow by 50 feet for 1 round.

Zen Archer Ki Powers (Su)

The zen archer can take the following monk class features lost with this archetype as ki powers with the prerequisites indicated: evasion (2nd level), still mind (4th), purity of body (6th), improved evasion (10th, evasion), tongue of the sun and moon (14th). A zen archer cannot use ki powers that work with natural attacks with her bow until she gains the ability to do so with the level 12 perfect strike ability.

Style Shot (Ex)

At 5th level, a zen archer can learn one type of style shot. Whenever she makes a flurry of blows, she can designate one of her bow attacks as a style shot. This attack does normal damage and has an additional effect depending on the type of shot chosen. At 9th level, and every 4 levels thereafter, a zen archer learns an additional style shot. She must choose which style shot to apply before the attack roll is made. At 15th level, she can designate up to two of her shots each round as a style shot, and each one can be a different type. The monk can choose from any of the following shot. This replaces style strike.

Covering Shot: The monk confounds her foe with a shot. If the attack hits, the monk gains a +4 dodge bonus to AC against any attacks made by the target of the style shot until the start of her next turn. This bonus does not stack with itself.

Head Shot: The monk slams her arrow into her enemy's head, leaving the foe reeling. If the attack hits and the foe is of the same size or one size smaller than the monk, the monk can make a free combat maneuver check against the target of this shot (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the monk, the monk takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style shot (subject to GM discretion).

Knockback Shot: The monk attempts to knock her foe back with a powerful shot. If the attack hits, the monk can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 5 feet directly away from the monk. This distance increases by 5 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the monk's fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement.

Leaping Shot: The monk leaps through the air to get a perfect shot. Before the attack, the monk can make a jump with a maximum a length equal to her fast movement bonus and a height of 1/4 that. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the top point of this jump, the monk may make all her remaining bow attacks for the round, before landing. This movement may be between attacks and provokes attacks of opportunity as normal.

Leg Shot: The monk attempts to shoot her foe's leg, knocking the opponent down. If the attack hits, the monk can make a free trip attempt against the target of this shot (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity.

Nail Shot: The monk nails the target to the ground or a wall, preventing the opponent from escaping. If the attack hits, the foe's movement is restricted. Until the start of the monk's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to where she started. Alternatively, it can attempt a combat maneuver check (against the monk's CMD) as a standard action to break free. This shot does not work against foes that cannot be tripped or are not adjacent to a suitable object to nail them to.

Shattering Shot: The monk delivers a brutal shot that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack.

Surprise Shot: The monk spins about, delivering a shot her foe did not expect. The monk makes her attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style shot.

Split Shot: The arrow splits in the air and can hit the target twice. If the arrow hits, the other half can hit the target as a separate attack. Make an additional attack using the same attack bonus, at a –5 penalty. If this second attack hits, it deals damage as normal.

Twin Shot: The monk fires two arrows together, dealing tremendous damage. If the attack hits, the monk rolls her damage twice, adding both rolls together before applying modifiers to the damage. This bonus damage is not multiplied on a critical hit.

Reflexive Shot (Ex)

At 9th level, a zen archer can make attacks of opportunity with arrows from her bow. The monk still threatens squares she could reach with unarmed strikes, and can still only make one attack of opportunity per round (unless she has Combat Reflexes).

This ability replaces improved evasion.

Trick Shot (Su)

At 13th level, a zen archer may hit targets that she might otherwise miss. By spending 1 point from her ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, she can ignore total concealment or cover. By spending 3 points, she can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.

This ability replaces tongue of the sun and moon.

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