Tuesday, December 6, 2011

Design Day: Rebuilding the Monk, Part 4


For the last week, I’ve been working on a near-total monk rebuild. This isn’t just a few fixes (like I did with my house rules), it’s a whole new version of the class. Last Tuesday, I went over the problems with the class, then on Thursday  I talked about how I planned to fix it. Then, on Flavor Friday, I talked about the new Paths I’m introducing.

And now I’m bringing it all together. That’s right. Without any further ado, I present the New Monk.


Monk

Table1-1: The Monk

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Damage
1
+1
+2
+2
+2
Flurry of blows, mystic agility +0, mystic metabolism, unarmed style
1d6
2
+2
+3
+3
+3
Ki pool, sutra
1d6
3
+3
+3
+3
+3
Fast movement +10, path ability
1d6
4
+4
+4
+4
+4
Ki strike
1d8
5
+5
+4
+4
+4
Sutra, mystic agility +1
1d8
6
+6
+5
+5
+5
Fast movement +20
1d8
7
+7
+5
+5
+5
Path ability
1d8
8
+8
+6
+6
+6
Sutra
1d10
9
+9
+6
+6
+6
Fast movement +30, mystic agility +2
1d10
10
+10
+7
+7
+7
Evasive
1d10
11
+11
+7
+7
+7
Path ability, sutra
1d10
12
+12
+8
+8
+8
Fast movement +40
2d6
13
+13
+8
+8
+8
Diamond soul, mystic agility +3
2d6
14
+14
+9
+9
+9
Sutra
2d6
15
+15
+9
+9
+9
Fast movement +50, path ability
2d6
16
+16
+10
+10
+10
Quivering palm
2d8
17
+17
+10
+10
+10
Sutra, Mystic agility +4
2d8
18
+18
+11
+11
+11
Fast movement +60
2d8
19
+19
+11
+11
+11
Path ability
2d8
20
+20
+12
+12
+12
Perfect self, sutra
2d10
  
For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Alignment: Any Lawful
HD: d10

Class Skills

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4+int modifier

Class Features

The following are class features of the avatar.

Weapon and Armor Proficiencies: The monk is proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, short spear, short sword, sling, spear and all monk weapons. He is not proficient with armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his flurry of blows, mystic agility and fast movement abilities.

Flurry of Blows (Ex): At 1st level, the monk can make a flurry of blows any time he makes an attack. When making a standard attack or full-attack with an unarmed strike or monk weapon, he can make one extra attack at his highest base attack bonus. All attack rolls take a -2 penalty when using a flurry of blows.

At 11th level, the monk gains an additional attack at his highest base attack bonus -5 when making a flurry of blows.

A flurry of blows cannot be used in conjunction with a charge, an attack of opportunity or the Vital Strike feat chain unless another ability specifically allows it.

Mystic Agility (Su): At 1st level, the monk gains a dodge bonus to his AC equal to his wisdom modifier. At 5th level, and every 4 levels thereafter, this dodge bonus increases by 1 (to a maximum of +4 at 17th level). Any time the monk would lose his dexterity bonus to AC, he loses this bonus.

Mystic Metabolism: At 1st level, the monk gains his wisdom modifier to hit points gained through the monk class, instead of his constitution modifier. He also uses his wisdom modifier on fortitude saves instead of his constitution modifier.

Additionally, the monk now makes a wisdom check to stabilize if brought below 0 hit points, instead of a constitution check.

Path Ability: At 3rd, 7th, 11th 15th and 19th level, the monk gains a special ability based on his selected path.

Unarmed Style (Ex): At 1st level, the monk gains the Improved Unarmed Strike feat. He also his unarmed damage improves as listed on Table 1-1: The Monk.

The monk also gains one of the following feats at 1st level. The monk does not need to meet the prerequisites of these feats to receive their effects: Elemental Fist*, Perfect Strike*, Punishing Kick*, Stunning Fist or Touch of Serenity*. He can use this ability once per day for every monk level he possesses, instead of once every 4 levels. In addition, this feat improves as the monk increases in level.

The Elemental Fist feat increases its damage by 1d6 at 5th level and every 5 levels thereafter.

The Perfect Strike feat allows the monk to roll one additional d20 each time he uses the feat at 10th level, and every 5 levels thereafter.

The Punishing Kick feat pushes the target back an additional 5 feet at 5th level and every 5 levels thereafter.

The stunning fist feat stuns the enemy for 1 additional round at 10th and 20th level.

The Touch of Serenity feat increases by 1 round at 5th level and every 5 levels thereafter.
* This feat is located in the Advanced Player’s Guide

Ki Pool (Su): At 2nd level, a monk gains a pool of ki points—supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to ½ his level + his Wisdom modifier.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a full attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. 

Sutra: At 2nd level, and every 3 levels thereafter, the monk gains access to a special technique known as a sutra. Each sutra can only be selected once, unless otherwise specified.

Abundant Step (Su): A monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability. The monk must be at least 11th level to select this sutra.

Catfall (Su): A monk can fall incredible distances without suffering damage. When falling, a monk always lands on his feet. In addition, he ignores 10 feet of fall damage per level. A monk is not slowed during his descent, he simply ignores the fall damage.

Charging Flurry (Ex): The monk can use his flurry of blows at the end of a charge.

Combat Specialist: The monk selects 1 combat feat.

Combat Style: The monk selects 1 style feat. This sutra can be selected up to three times, but each style feat chosen after the first must be an advancement on the first feat (ex. A monk selects boar style with this sutra. The next time he takes this sutra, he must select boar ferocity or boar shred). The monk must still meet all prerequisites for these feats.

Deny Death (Ex): The monk has enough focus to stave off death itself. He adds his level to the amount of negative hit points needed before he dies.

Empty Body (Su): A monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal. The monk must be at least 17th level to select this sutra.

High Jump (Ex): A monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. The monk must be at least 5th level to select this sutra.

Keen Senses (Ex): The monk gains darkvision 60 ft., low-light vision, and scent. If he already has darkvision, the range is increased by 30 ft. If he already has low-light vision, he can see three times as far as a normal human in dim light, rather than twice as far.

Ki Armor (Su): As long as the monk has at least 1 point in his ki pool, half of the dodge bonus granted by Mystic Agility becomes a deflection bonus instead. He retains this deflection bonus even in situations where he would lose the dodge bonus, but loses it if he falls unconscious. A monk must be at least 5th level to select this sutra.

Ki Blast (Su): The monk can spend 1 point from his ki pool as a standard action to unleash a bolt of pure ki energy at a single enemy within 100 feet. This requires a ranged touch attack that deals  force damage equal to the monk’s unarmed damage + his wisdom modifier.

Ki weapon (Su): As a swift action, the monk can spend 1 point from his ki pool to imbue a single monk weapon with ki energy for one minute. A weapon imbued with ki energy deals damage as if it were the monk’s unarmed strike (if the damage would be higher) and can be used to make ki strikes. A monk can only imbue one weapon with ki energy at a time. A weapon imbued with ki energy does not function in this way in anyone but the monk’s hands. A monk must be at least 5th level to select this sutra.

Flurry of Blasts (Su): As a full-round action, the monk can spend 4 points from his ki pool to use his ki blast in conjunction with his flurry of blows, making a number of ranged touch attacks at a range of 100 feet equal to his total number of attacks with flurry of blows. Each attack deals force damage equal to the monk’s unarmed damage + his wisdom modifier. The monk must be at least 8th level to select this sutra, and must have the Ki Blast sutra.

Tongue of the Sun and Moon (Ex): A monk can speak with any living creature. The monk must be at least 11th level to select this sutra.

Wholeness of Body (Su): The monk gains an amount of fast healing equal to the remaining number of points in his ki pool divided by 5 (rounded down).

Zen Warrior: The monk can add his wisdom bonus instead of his strength bonus on attack rolls with unarmed strikes and monk weapons. At 6th level, he can add his wisdom bonus to damage rolls with unarmed strikes and monk weapons instead of his strength bonus. Using a weapon two-handed does not grant 1 ½ times his wisdom bonus on damage.

Fast Movement (Ex): At 3rd level, the monk increases his base land speed by 10 feet. Every 3 levels thereafter, he gains an additional 10 feet to his movement speed (to a maximum of +60 movement speed at 18th level).

Ki Strike (Su): At 4th level, a monk can spend 1 point from his ki pool as a swift action to grant his unarmed strikes a +1 enhancement bonus for 1 minute. For every four levels beyond 4th, the enhancement bonus increases by +1, to a maximum of +5 at 20th level. These bonuses can be added to the unarmed strike, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 8th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the unarmed strike already has, but duplicates do not stack. If the unarmed strike is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the ki pool point is spent and cannot be changed until the next time the monk uses this ability.

Evasive (Ex): a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. In addition, he only takes half the damage even if he fails the save. This ability can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of this ability.

Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.

Quivering Palm (Su): At 16th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.

Perfect Self: At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Paths

The monk selects a single path—a discipline or philosophy from which he derives his beliefs and abilities. He may select one of the following paths at 1st level, and gains the abilities associated with that path at 1st, 3rd, 7th, 10th, 13th, 19th and 20th level.

Path of the Drunken Master
Powered by strong wine, mead, ale, liquor, or anything alcoholic he can get his hands on, the drunken master uses his intoxication to reach a state where his ki is more potent, if somewhat fleeting.

Drunken Ki (Su): At 3rd 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 he 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.

Drunken Strength (Su): At 7th 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.

Drunken Courage (Su): At 11th level, a drunken master is immune to fear as long as he has at least 1 point of drunken ki.

Drunken Resilience (Ex): At 15th level, a drunken master gains DR 1/— as long as he has at least 1 point of drunken ki. At 16th level, the DR increases to 2/—. At 19th level, it increases to 3/—.

Firewater Breath (Su): At 19th level, a drunken master can take a drink and expel alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 20d6 points of fire damage. A successful Reflex saving throw (DC 10 + 1/2 the monk's level + the monk's Wisdom modifier) halves the damage. Using this ability is a standard action that consumes 4  points from the monk's ki pool. The monk must have at least 1 drunken ki point to use this ability.

Path of the Empty Hand
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.

Weapon and Armor Proficiency: Monks of the empty hand lose all proficiencies. 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. Improvised weapons are treated as monk weapons for the purpose of enhancing them with ki strike and any sutras that affect monk weapons.

Flurry of Blows (Ex): A monk of the empty hand can make a flurry of blows using any combination of unarmed strikes or attacks with an improvised weapon. He may not make a flurry of blows with any other weapons, including special monk weapons.

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.

Improvised Weapon Training (Ex): Starting at 7th level, the monk of the empty hand’s efficiency with improvised weaponry increases. He gains a +1 on attack and damage rolls when with improvised weapons. This bonus improves by +1 every 4 levels beyond 7th (to a maximum of +4 at 19th level).

Bonus Feat: At 11th and 15th level, a monk of the empty hand can select one of the following as a bonus feat. He need not meet the prerequisites for this feat: Throw Anything, Improved Dirty Trick*, Improved Steal*, and Improvised Weapon Mastery.

Deadly Improvisation (Ex): At 19th level, the monk of the empty hand automatically confirms critical hits with improvised weapons. In addition, any improvised weapons wielded by a monk of the empty hand increase their critical multiplier by 1.

Path of the Healing Hand
By focusing their meditations on the flow of life within themselves and all creation, monks of the healing hand gain an understanding of how to share their ki with others, healing wounds and even bringing the dead back to life.

Ancient Healing Hand (Su): At 3rd level, a monk of the healing hand can heal his own or another creature’s wounds with a touch. The monk can spend 1 ki point to heal 1d6 hit points for every 2 levels he possesses to himself or a creature he is touching. He needs at least one hand free to use this ability. Using this ability on another creature is a standard action, or a swift action if he uses it on himself. It does not provoke an attack of opportunity.

The monk can spend 1 extra ki point to add his level to the hit points healed with this ability. This requires a full-round action, whether the monk is using it on himself or another creature.

Recovering Hand (Su): At 7th level, monk of the healing hand can remove any of the following conditions from a creature on which it uses its Ancient Healing Hand: dazed, diseased, fatigued, sickened, shaken, or staggered. He can only remove one condition with each use of Ancient Healing Hand.

Ki Sacrifice (Su): At 11th level, a monk of the healing hand can all of his ki points 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 his ki in order to cast raise dead (as the spell) with a caster level equal to his monk level. The monk must have at least 6 points of ki in his ki pool to use this ability.

At 15th level, the monk may sacrifice his ki to cast resurrection. The monk must have at least 8 points of ki in his ki pool to use this ability. These rituals do not require material components.

True Sacrifice (Su): At 19th level, in a final selfless act, a monk of the healing hand can draw in his 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, he is utterly destroyed. A monk destroyed in this way can not be revived except through the use of a wish or miracle spell or by the power of a deity.

Path of the Ki Mystic
Through meditation and spiritual visions, a ki mystic can see beyond the veil of reality to the underlying truth of all existence.

Ki Mystic (Su): At 3rd level, and every 4 levels thereafter, the ki mystic adds 1 to his ki point total. If the monk has at least 1 point of ki in his ki pool, he 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.

Mystic Insight (Su): At 7th 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.

Mystic Visions (Su): At 11th level, a ki mystic may receive mystic visions when he 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.

Mystic Prescience (Su): At 15th level, a ki mystic gains a +2 insight bonus to AC and CMD. At 20th level, the bonus increases to +4.

Mystic Persistence (Su): At 19th level, a 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.

Path of the Hungry Ghost
The hungry ghost monk sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures to achieve his ultimate goal: Power.

Steal Ki (Ex): At 3rd 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. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature's ki. This ability replenishes 1 spent ki point to the monk's ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool's maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw.

Life Funnel (Su): At 7th level, a hungry ghost monk can steal a creature's life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit points equal to his 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. A monk with this ability cannot steal both ki and hit points at the same time.

Life from a Stone (Su): At 11th level, a hungry ghost monk can steal ki or life force from any creature, not just living creatures. If the monk has at least 1 ki point in his pool, he gains the benefit of life funnel and steal ki when he confirms a critical hit against any creature or reduces any creature to 0 or fewer hit points.

Sipping Demon (Su): A 15th level, a hungry ghost monk gains 1 temporary hit point each time he hits an enemy with a melee attack. The monk gains a number of temporary hit points equal to his Wisdom modifier when he scores a critical hit. The maximum number of temporary hit points the monk can have is equal to his monk level. The temporary hit points disappear 1 hour later. The monk can only use this ability when he has at least 1 ki point in his ki pool. This ability is a proscribed manipulation of ki considered by many good monks to be a corruption.

Soul-Trap (Su): At 19th level, whenever a hungry ghost monk drops an enemy below 0 hit points and steals ki, the enemy automatically dies. At this time, the monk can choose to trap the soul of the creature killed (creatures without normal souls, such as outsiders, are unaffected by this ability). As long as he keeps the soul, the creature cannot be revived. The hungry ghost monk can only hold one soul at a time, and he can release it at any time. When the monk dies, the soul is automatically released.

As long as the monk holds the soul, he gains a number of temporary hit points at the beginning of the day equal to his monk level. These hit points are replenished whenever his ki pool is replenished.

Path of the Sacred Mountain
Rather than spinning though the battlefield with the fluid motion of the river, the monk of the sacred mountain roots himself to the ground, as immovable and unshakable as the stones of the mountain.

Iron Monk (Ex): At 3rd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus.

Bastion Stance (Ex): At 7th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 15th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects.

Iron Limb Defense (Ex): At 11th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. This bonus increases by an additional +1 at 15th and 19th level (to a maximum 0f +4). As a swift action, he can spend 1 ki point to double this bonus until the beginning of his next turn.

Adamantine Monk (Ex): At 15th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 3/—. This DR increases to DR 5/— at 19th level. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn.

Force of the Mountain (Su): At 19th level, a monk of the sacred mountain becomes as impassive as stone. The monk gains a +4 insight bonus to AC and CMD. In addition, a monk of the sacred mountain gains the effects of Bastion Stance regardless of whether he starts and ends his turn in the same space.

Path of Self-Perfection
Monks who follow the path of self-perfection focus on disciplining their bodies and minds in order to harden themselves against all forms of attack.

Still Mind (Ex): At 3rd level, the monk gains a +2 bonus on all saving throws against enchantment spells and effects. In addition, whenever he fails a saving throw against an enchantment spell or effect, he can choose to re-roll that saving throw at a -5 penalty.

Purity of Body (Ex): At 7th level, a monk gains immunity to all poisons and diseases, including supernatural and magical poisons and diseases.

Diamond Body (Su): At 11th level, the monk gains damage reduction 5/chaotic. This damage reduction does not stack with the damage reduction gained from Perfect Self.

Mind over Matter (Ex): At 15th level, the monk can select one mental ability score (Intelligence, Wisdom or Charisma). He gains a permanent +2 bonus to that score.

Timeless Body (Ex): At 19th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.


Feats

The following feats are compatible with the monk.

Extra Sutra
You gain access to another sutra.
Prerequisites: Sutra class feature.
Benefit: You gain access to an additional sutra for which you meet the prerequisites.
Special: You can take this feat multiple times. Each time you select it, you gain access to another new sutra.

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