TEXT: onk  
  onk  
  nfettered
  nfettered
  A reinvention of the monk
  By Henri Hakl
  
  Introduction
  Welcome to the Monk Unfettered: a reinvention of the
  monk class for the Pathfinder rules.
  Monks  are  great.  There  is  no  shortage  of  vivid
  examples to fuel the imagination: they draw upon a rich
  real-world history and martial arts are used extensively in
  movies, games and sporting events making high-flying,
  hard-hitting,  spectacular  unarmed  fighting  scenes  a
  mainstay in popular culture.
  This  begs  the  question,  “why  is  the  monk  class  in
  Pathfinder  not  more  popular”?  It's  not  uncommon  to
  encounter complaints – some legitimate, some unfounded
  –  about  various  aspects  of  the  class.  Complaints  that
  perhaps  have  their  root  in  the  disparate  expectations
  placed on the class. This is something that is bound to
  happen when you consider the vast diversity of martial
  arts  that  players  can  take  inspiration  from.  New
  archetypes and feats open up the class to different visions
  and character concepts, but at its core the monk class does
  not  offer  a  sufficiently  versatile  chassis  to
  truly accommodate many concepts and do
  them justice. Enter the Monk Unfettered:
  a  genuine  and  heart-felt  attempt  to  re-
  imagine  the  monk  class  in  a  way  that
  offers  exciting  options  for  the  major
  tropes of martial arts.
  This  reinvention  is  driven  by  two
  conceptual  cornerstones.  Firstly  a  new
  mechanic  for  the  flurry  of  blows  class
  feature  that  is  intended  to  address  the
  “flurry of misses” that a traditional monk
  often  suffers,  and  secondly  the
  introduction of insights as a class ability.
  Insights  are  akin  to  rogue  talents  and
  barbarian rage powers and allow the new
  monk to shine with flexible and unique
  options.  The  end  result  of  the  Monk
  Unfettered  is  a  monk  class  that  is  not
  afraid to carve out its own niche and that
  scales well across all levels of the game.
  The new monk can readily fill many roles
  that his party may need or that inspire a
  player's  vision for her  or his  character,
  including  fierce  combatant,  impervious
  sentinel,
   
  or
   
  martial
  controller.
  Naturally
   
  it
   
  is
  impossible to truly satisfy all
  demands  placed  on  a  class  by
  different people. The design philosophy here
  is to cater for all demands, but at a price: many desired
  elements  are  available  in  the  form  of  insights  –  and
  players need to carefully consider which insights they
  acquire  to  build  the  character  of  their  dreams.  For
  example, the monk presented here is not a full base attack
  class, but there are insights to use the monk's level as base
  attack bonus for all aspects of the character (including
  prodigy of battle that allows the monk to use his monk
  level as base attack bonus for the purpose of qualifying
  for feats).
  Another  good  example  are  the  flurry  and  fast
  movement class features. Being  able to move  at  great
  speeds  is  at  odds  with  the  need  to  be  stationary  to
  perform a flurry of attacks. The unfettered monk does not
  resolve this divide inherently, but a range of options are
  available that bridge the gap.
  Players will additionally enjoy the sections on feats,
  favored class bonuses, and magic items. Most of the feats
  make aspects of the new monk available to other classes,
  but there is also a feat that makes it possible to play a
  non-lawful  monk,  and  another  feat  that  allows  the
  crafting of magic items using  ki as a crafting resource.
  Favored class bonuses are extended  in the Unfettered
  Monk and can significantly alter the monk's class abilities
  and insights. Lastly there is a section with a variety of
  new magic items designed with the unfettered monk in
  mind.
  GMs  may  appreciate  the  variety  of  aids  in  the
  Unfettered Monk. Firstly, a selection of low to high level
  sample  monks is  included,  along  with  suggested
  encounters  and  how  those  monks  can  act  as
  antagonists or allies. Secondly, guidelines on how the
  new monk interacts with  existing archetypes. And
  thirdly, a discussion of the unfettered monk's balance
  and the intention behind various decisions made in
  the design process.
  A lot of time and effort have gone
  into the Monk Unfettered – it is a
  labor of love. We hope you will find
  the new monk to your liking. Enjoy.
  1
  References
  This  text  assumes  knowledge  of  the  Pathfinder
  Roleplaying  Game  Core  Rulebook  and  furthermore
  refers  to  several  other  Pathfinder  Roleplaying Game
  products using the following abbreviations, yet these
  sources  are  not  required  to  make  use  of  this  text.
  Readers  interested  in  references  to  Pathfinder  RPG
  products can find the complete rules for the majority of
  these books available online for free at paizo.com/prd
  • Pathfinder Roleplaying Game: 
  Advanced Player’s Guide (APG)
  • Pathfinder Roleplaying Game Bestiary (B1)
  • Pathfinder Roleplaying Game: Ultimate Combat (UC)
  • Pathfinder Roleplaying Game: Ultimate Equipment (UE)
  • Pathfinder Roleplaying Game: Ultimate Magic (UM)
  
  Monk
  To  some  warriors  their  body  and  weapons  become
  more than just tools to kill, their mind and spirit become
  more than just fleeting thoughts. These warriors consider
  acumen  in  battle  a  side-effect,  a  consequence  of  the
  lifestyle they choose to pursue. They foster a state of
  mind  of  heightened  awareness  through  deep
  contemplation and freedom of body through a strict and
  rigorously trained physique. It is through such apparent
  contradictions  that  these  so  called  monks  are  able  to
  transcend the battlefield. The nature of the individual
  monk may be disparate on the surface: a cave-dwelling
  ascetic,  a  self-taught  brawler  given  to  drunken
  introspection,  an  acolyte  to  a  martial  order,  or  a
  bodyguard versed in ancient philosophies; but common
  to each is a path of discipline. It is an arduous journey,
  but those who endure discover within themselves not just
  what they are, but become what they are meant to be.
  Role: Monks are capable combatants with emphasis on
  versatility  and  mobility.  Individual  monks  can  vary
  greatly from one to the other – some may be deadly in all
  forms  of  battle  while  others  may  possess  excellent
  defences or specialized combat utility – but common to
  each is the ability to swiftly engage enemies anywhere on
  the battlefield and strike at their vulnerabilities. Monks
  are efficient independent strike forces able to harry or
  defeat foes on their own, but they are equally adapt when
  acting in concert with allies in a supporting or protective
  role, or in coordinated offence.
  Alignment: Any lawful.
  Hit Die: d8.
  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
  All of the following are class features of the monk.
  Weapon and Armor Proficiency: Monks are proficient
  with the club, crossbow (light or heavy), dagger, handaxe,
  javelin,  kama,  nunchaku,  quarterstaff,  sai,  shortspear,
  short sword, shuriken, siangham, sling, and spear. Monks
  are  not  proficient  with  any  armor  or  shields.  When
  wearing armor, using a shield, or carrying a medium or
  heavy load, a monk loses his AC bonus, as well as his fast
  movement and flurry abilities.
  AC Bonus (Ex): When unarmored and unencumbered,
  the monk adds his Wisdom bonus (if any) to his AC and
  his CMD. In addition, a monk gains a +1 bonus to AC and
  CMD at 4th level. This bonus increases by 1 for every four
  monk levels thereafter, up to a maximum of +5 at 20th
  level.
  These bonuses to AC apply even against touch attacks
  or when the monk is flat-footed. He loses these bonuses
  when he is immobilized or helpless, when he wears any
  armor, when he carries a shield, or when he carries a
  medium or heavy load.
  Flurry (Ex): Starting at 1st level, a monk that fights with
  unarmed  strikes  or  with  monk  weapons  can  make  a
  flurry as a full-attack action. Initially the monk may make
  2
  Level
  BAB
  Fort
  Will
  Ref
  Special
  Flurry
  Unarmed*
  AC bonus
  Speed
  1st
  +0
  +2
  +2
  +2
  Flurry, insight, stunning fist, unarmed strike
  +0
  1d6
  +0
  +0 ft.
  2nd
  +1
  +3
  +3
  +3
  Evasion, insight
  +1
  1d8
  +0
  +0 ft.
  3rd
  +2
  +3
  +3
  +3
  Fast movement, still mind
  +2
  1d8
  +0
  +10 ft.
  4th
  +3
  +4
  +4
  +4
  Insight, ki pool (magic), slow fall 20 ft.
  +3/+3
  1d8
  +1
  +10 ft.
  5th
  +3
  +4
  +4
  +4
  Purity of body
  +3/+3
  1d8
  +1
  +10 ft.
  6th
  +4
  +5
  +5
  +5
  Insight, slow fall 30 ft.
  +4/+4
  1d10
  +1
  +20 ft.
  7th
  +5
  +5
  +5
  +5
  Ki pool (cold iron/silver)
  +5/+5
  1d10
  +1
  +20 ft.
  8th
  +6/+1
  +6
  +6
  +6
  Insight, slow fall 40 ft.
  +6/+6/+6
  1d10
  +2
  +20 ft.
  9th
  +6/+1
  +6
  +6
  +6
  +6/+6/+6
  1d10
  +2
  +30 ft.
  10th
  +7/+2
  +7
  +7
  +7
  Insight, ki pool (lawful), slow fall 50 ft.
  +7/+7/+7
  2d6
  +2
  +30 ft.
  11th
  +8/+3
  +7
  +7
  +7
  +8/+8/+8
  2d6
  +2
  +30 ft.
  12th
  +9/+4
  +8
  +8
  +8
  Insight, slow fall 60 ft.
  +9/+9/+9/+9
  2d6
  +3
  +40 ft.
  13th
  +9/+4
  +8
  +8
  +8
  +9/+9/+9/+9
  2d6
  +3
  +40 ft.
  14th
  +10/+5
  +9
  +9
  +9
  Insight, slow fall 70 ft.
  +10/+10/+10/+10
  2d8
  +3
  +40 ft.
  15th
  +11/+6/+1
  +9
  +9
  +9
  Quivering palm
  +11/+11/+11/+11
  2d8
  +3
  +50 ft.
  16th
  +12/+7/+2
  +10
  +10
  +10
  Insight, ki pool (adamantine), slow fall 80 ft.
  +12/+12/+12/+12/+12
  2d8
  +4
  +50 ft.
  17th
  +12/+7/+2
  +10
  +10
  +10
  Timeless body, tongue of the sun and moon
  +12/+12/+12/+12/+12
  2d8
  +4
  +50 ft.
  18th
  +13/+8/+3
  +11
  +11
  +11
  Insight, slow fall 90 ft.
  +13/+13/+13/+13/+13
  2d10
  +4
  +60 ft.
  19th
  +14/+9/+4
  +11
  +11
  +11
  +14/+14/+14/+14/+14
  2d10
  +4
  +60 ft.
  20th
  +15/+10/+5
  +12
  +12
  +12
  Insight, perfect self, slow fall any distance
  +15/+15/+15/+15/+15/+15
  2d10
  +5
  +60 ft.
  * The values shown apply for Medium monks. See below for Small or Large monk damage.
  
  one attack during a flurry, starting at 4th level, and every 4
  levels  thereafter,  the  monk  may  make  one  additional
  attack at his highest base attack bonus, up to a maximum
  of 6 attacks at 20th level. When performing a flurry a
  monk  does  not  gain  additional  iterative  attacks  from
  having a high base attack bonus.
  A monk may use any combination of unarmed strikes
  and  attacks  with  monk  weapons  when  performing  a
  flurry.  A monk  applies  his  full  Strength bonus  to  his
  damage rolls for all successful attacks made with flurry,
  including  attacks  made  with  an  off-hand  or  with  a
  weapon wielded in both hands. A monk may substitute
  disarm, sunder, and trip combat maneuvers for unarmed
  attacks as part of a flurry. A monk cannot use any weapon
  other than an unarmed strike or a special monk weapon
  as part of a flurry. A monk with natural weapons cannot
  use such weapons as part of a flurry, nor can he make
  natural attacks in addition to his flurry attacks.
  Two-weapon  fighting  feats  do  not  interact  with  a
  flurry.
  Insights (Ex): As a monk gains levels, he learns to use
  his meditations and insights in new ways. At 1st level a
  monk gains an insight, at 2nd level and every two levels
  thereafter  a  monk  gains  an  additional  insight.  Unless
  otherwise  noted,  a  monk  cannot  select  an  individual
  insight more than once. The list of insights is presented
  after the list of core class abilities.
  Some insights are deep insights that require substantial
  resources of a monk. A monk may know any number of
  such  insights,  however he  can  only  have  a  limited
  number of them active at a time. At 1st level a monk may
  only apply one such deep insight; at 8th level, and again at
  16th level, the monk may apply an additional deep insight.
  The active deep insights may be changed by a monk at
  the start of his turn (as a free action) and otherwise persist
  while the monk is alive.
  Unarmed Strike: At 1st level, a monk gains Improved
  Unarmed Strike as a bonus feat. A monk’s attacks may be
  with fist, elbows, knees, and feet. This means that a monk
  may make unarmed strikes with his hands full. There is
  no such thing as an off-hand attack for a monk striking
  unarmed. A monk may thus apply his full Strength bonus
  on damage rolls for all his unarmed strikes.
  Usually a monk’s unarmed strikes deal lethal damage,
  but he can choose to deal nonlethal damage instead with
  no penalty on his attack roll. He has the same choice to
  deal lethal or nonlethal damage while grappling.
  A  monk’s  unarmed  strike  is  treated  as  both  a
  manufactured  weapon  and  a  natural  weapon  for  the
  purpose of spells and effects that enhance or improve
  either manufactured weapons or natural weapons.
  A monk also deals more damage with his unarmed
  strikes than a normal person would, as shown in the table
  on page  2. The unarmed damage values listed on the
  table is for Medium monks. A Small monk deals less
  damage than the amount given there with his unarmed
  attacks, while a Large monk deals more damage; see the
  table  below for unarmed damage  for small  and large
  monks.
  Stunning  Fist  (Ex):  At  1st level,  the  monk  gains
  Stunning Fist as a bonus feat, even if he does not meet the
  prerequisites. At 4th level, and every 4 levels thereafter,
  the monk gains the ability to apply a new condition to the
  target  of  his  Stunning  Fist.  This  condition  replaces
  stunning the target for 1 round, and a successful saving
  throw still negates the effect. At 4th level, he can choose to
  make the target fatigued. At 8th level, he can make the
  target sickened for 1 minute. At 12th level, he can make
  the target staggered for 1d6+1 rounds. At 16th level, he can
  permanently blind or deafen the target. At 20th level, he
  can paralyze the target for 1d6+1 rounds. The monk must
  choose which condition will apply before the attack roll is
  made.  These  effects  do  not  stack  with  themselves  (a
  creature  sickened  by  Stunning  Fist  cannot  become
  nauseated if hit by Stunning Fist again), but additional
  hits do increase the duration.
  Level
  Damage (Small Monk)
  Damage (Large Monk)
  1st 
  1d4
  1d8
  2nd – 5th
  1d6
  2d6
  6th – 9th 
  1d8
  2d8
  10th – 13th 
  1d10
  3d6
  14th – 17th 
  2d6
  3d8
  18th – 20th 
  2d8
  4d8
  Evasion (Ex): At 2nd level or higher, a monk can avoid
  even magical and unusual attacks with great agility. 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. Evasion can be used
  only if a monk is wearing light armor or no armor. A
  helpless monk does not gain the benefit of evasion.
  Fast Movement (Ex): At 3rd level, a monk gains an
  enhancement bonus to his base speed, as shown on the
  table. A monk in armor or carrying a medium or heavy
  load loses this extra speed.
  Still Mind (Ex): A monk of 3rd level or higher gains a
  +2 bonus on saving throws against enchantment spells
  and effects.
  Ki Pool (Su): At 4th 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 1/2 his monk level + his Wisdom modifier. As
  long as he has at least 1 point in his ki pool, he can make a
  ki strike. At 4th level, ki strike allows his unarmed attacks
  to  be  treated  as  magic  weapons  for  the  purpose  of
  overcoming damage reduction. At 7th level, his unarmed
  attacks are also treated as cold iron and silver for the
  purpose of overcoming damage reduction. At 10th level,
  his unarmed attacks are also treated as lawful weapons
  for the purpose of overcoming damage reduction. At 16th
  3
  
  level,  his  unarmed  attacks  are  treated  as  adamantine
  weapons  for  the  purpose  of  overcoming  damage
  reduction and bypassing hardness.
  By spending 1 point from his ki pool, a monk can make
  one additional attack at his highest base attack bonus
  when performing a flurry or full attack. In addition, he
  can spend 1 point to increase his base 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. A
  monk gains additional powers that consume points from
  his ki pool as he gains levels.
  The ki pool is replenished each morning after 8 hours
  of  rest  or  meditation;  these  hours  do  not  need  to  be
  consecutive.
  Slow Fall (Ex): At 4th level or higher, a monk within
  arm’s reach of a wall can use it to slow his descent. When
  first gaining this ability, he takes damage as if the fall
  were 20 feet shorter than it actually is. The monk’s ability
  to slow his fall (that is, to reduce the effective distance of
  the fall when next to a wall) improves with his monk
  level until at 20th level he can use a nearby wall to slow
  his descent and fall any distance without harm.
  Purity  of  Body  (Ex):  At  5th level,  a  monk  gains
  immunity  to  all  diseases,  including  supernatural  and
  magical diseases.
  Quivering Palm (Su): Starting at 15th 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 Wisdom
  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.
  Timeless Body (Ex): At 17th 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.
  Tongue of the Sun and Moon (Ex): A monk of 17th
  level or higher can speak with any living creature.
  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, which allows him to ignore the first 10 points
  of damage from any attack made by a nonchaotic weapon
  or by any natural attack made by a creature that doesn’t
  have similar damage reduction. Unlike other outsiders,
  the monk can still be brought back from the dead as if he
  were a member of his previous creature type.
  Ex-Monks
  A monk who becomes nonlawful cannot gain new levels
  as a monk but retains all monk abilities.
  Insights
  Insights marked with an asterisk (*) are deep insights.
  A monk  may  apply  only  a  limited  number  of  such
  insights. A monk may know any number of such insights,
  but at 1st level a monk may apply only one. At 8th level,
  and again at 16th level, the monk may apply an additional
  deep insight.
  Abundant step  (Su): a monk with this insight 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. A monk must be at
  least 12th level before selecting this insight.
  Abundant time (Su): after using abundant step a monk
  with this insight can take any actions that he still has
  remaining on his turn. A monk must have the abundant
  step insight before selecting this insight.
  Accurate self (Ex)*: a monk with this insight gets a +1
  bonus to attacks when performing a flurry, this bonus
  increases to +2 at 14th level. Starting at 10th level, a monk
  with the aspect of the monkey, aspect of the snake, aspect
  of the tiger, one fist thousand forms, and prodigy of battle
  insights may instead use his monk level as base attack
  bonus for attacks performed in a flurry; while he does so,
  the number of deep insights he may have active at the
  same time is reduced by one. This is a deep insight.
  Advice (Su): when a monk with this insight activates a
  ki ability  (using  the  normal  actions  required)  he  may
  designate an ally within 10 ft to be the recipient of the
  effects of that  ki ability. At 8th level and every 4 levels
  thereafter the range increases by 5 ft. A monk must have
  the sage and sensei insights before selecting this insight.
  A monk must be at least 4th level before selecting this
  insight.
  4
  
  Advice, improved (Su): when a monk with this insight
  uses the advice insight, all allies affected also gain the
  monk’s  evasion,  fast  movement  and  slow  fall  class
  abilities for 1 round. The abilities gained are at the monk’s
  level. If the monk has insights that modify these class
  abilities  (such  as  faster  movement  and  improved
  evasion), then the modified version applies. A monk must
  have the advice, sage and sensei insights before selecting
  this insight.
  Afterimage (Ex): a monk with this insight may feint as
  part of an action that moves him at least 10 ft
  (including charging, abundant step
  and monkey foot). He
  uses
  Acrobatics  for  that  skill
  check and takes no penalty when
  using  feint  in  this  way  against
  nonhumanoids and creatures with an Intelligence score of
  1 or 2. He cannot feint this way against creatures that
  possess blindsense or blindsight. A monk must have the
  faster movement and high jump insights before selecting
  this  insight. A monk  must be at least  4th level  before
  selecting this insight.
  Ancestral guidance (Su): the monk may use his monk
  level  as  base  attack  bonus  on  the  additional  attack
  granted when using ki to gain one additional attack when
  performing a flurry.
  Aspect of the monkey (Ex): a monk with this insight uses
  his monk level as his base attack bonus when performing
  a combat maneuver.
  Aspect of the snake (Ex): a monk with this insight uses
  his monk level as his base attack bonus when performing
  attacks of opportunity.
  Aspect of the tiger (Ex): a monk with this insight uses his
  monk level as his base attack bonus for all attack rolls that
  are not part of a flurry, combat maneuver or attack of
  opportunity.
  Asura curse (Su)*: a monk with this insight may spend 1
  ki as a free action when making a Stunning Fist attempt. If
  he does so, the target must make a Will save rather than a
  Fortitude save to resist the effect. A monk must have the
  meditation  of  presence insight  before  selecting  this
  insight. A monk must be at least 6th level before selecting
  this insight.
  Bane  flurry (Ex)*:  when
  gaining this insight a monk
  selects a creature type from
  the  ranger’s  list  of  favored
  enemies.  When  performing  a
  flurry and attacking a creature of the
  selected  type,  the  monk  may  perform
  one additional attack at his highest base
  attack bonus. A monk cannot benefit from
  this insight more than once a round. A
  monk may select this insight more than
  once to expand the list of creature types,
  additional selections do not count
  against  the  number  of  deep
  insights  applied.  This  is  a  deep
  insight.
  Bane mastery (Ex): when gaining
  this  insight  a  monk  selects  a
  creature  type  from  the  list  of
  selected  types  known  from  the  bane
  flurry insight. When performing a flurry,
  attacks against a creature of the selected type
  use the monks’ level as his base attack bonus.  A
  monk may select this insight more than once, each
  time adding an additional creature type from the list of
  known types from the bane flurry insight. A monk must
  have the bane flurry insight before selecting this insight.
  Bend in the wind (Ex): a monk with this insight gains
  Dodge as a bonus feat, at 6th level he additionally gains
  Mobility as a bonus feat.
  Between the reeds (Ex)*: a monk with this insight may
  take an additional 5 ft step at any time during his flurry.
  At 14th level he may take an additional 5 ft step at any
  time during his flurry. These 5 ft steps do not provoke
  attacks  of  opportunity  and  do  not  count  against  the
  monk’s normal 5 ft step each turn (which, as normal, can
  also be taken at any point in time during a flurry). A
  monk  must  be  at  least  6th level  before  selecting  this
  insight. This is a deep insight.
  Cat’s paw strikes (Ex)*: a monk with this insight may
  add half his Dexterity modifier instead of his Strength
  modifier on damage  rolls  for successful  melee attacks
  made with a flurry. This is a deep insight.
  Cat’s tail (Ex): a monk with this insight may use his
  Dexterity modifier instead of his Strength modifier on
  damage  rolls  for  successful  attacks  of  opportunity.  A
  5
  
  monk  must  have  the  cat’s  paw  strikes insight  before
  selecting this insight.
  Cat turns tiger (Ex): a monk with this insight that uses
  the cat’s paw strikes insight may add his full Dexterity
  modifier instead of half his Dexterity modifier on damage
  rolls for successful melee attacks made with a flurry. A
  monk  must  have  the  cat’s  paw  strikes insight  before
  selecting this insight.
  Chaos rebuked (Ex)*: a monk with this insight gains a +1
  bonus to attack and damage when performing a flurry
  against chaotic creatures. This bonus increases to +2 at
  10th level. This is a deep insight.
  Chaos rebuked, improved (Su): whenever a monk with
  this insight makes use of a ki ability while using the chaos
  rebuked insight, he detects the power and location of
  chaotic auras within a 10 ft radius of himself (as if using
  detect chaos for 3 rounds). At 8th level and every 4 levels
  thereafter the radius increases by 5 ft. A monk must have
  the chaos rebuked insight before selecting this insight.
  Cloud leap (Ex): when a monk with this insight makes a
  high jump, the DC for that jump is half the normal DC. A
  monk  must  be  at  least  6th level  before  selecting  this
  insight. At 12th level the DC is a quarter the normal DC
  instead. A monk must have the high jump insight before
  selecting this insight.
  Combat clarity (Ex): a monk with this insight may use
  his  Wisdom  attribute  to  meet  the  Intelligence
  prerequisites of combat feats; additionally he gains the
  Combat Reflexes feat. A monk must be 4th level before
  selecting this insight.
  Combat training (Ex): a monk with this insight may
  select  a  single  combat  feat.  He  must  meet  the
  prerequisites of that feat.
  Contemplation in the flesh (Ex): a monk with this insight
  increases his ki pool by 1 for each meditation insight he
  possesses.  A monk  must  have  the  meditation insight
  before selecting this insight. A monk must be at least 4th
  level before selecting this insight.
  Contemplation  without  limit (Ex):  a  monk  with  this
  insight may apply an additional deep insight.
  Crimson clarity (Ex): while a monk with this insight
  suffers  a  wound  that  inflicts  at  least  7  continuous
  damage, he gains 1 temporary  ki point each round. The
  temporary ki point lasts for 1 round and a monk cannot
  gain more than 1 temporary ki point from this insight in a
  round.  This  temporary  ki cannot  be  used  to  activate
  abilities with a duration of more than 1 minute. A monk
  must have the  kyton pact insight before selecting this
  insight. A monk must be at least 8th level before selecting
  this insight.
  Defensive  maneuver  training  (Ex):  a monk  with  this
  insight uses his monk level in place of his base attack
  bonus when calculating his CMD. A monk must have the
  maneuver training insight before selecting this insight.
  Demon king (Su): when using the hand of oni insight,
  the monk’s reach with unarmed strikes is increased by an
  additional 5 ft. A monk must have the hand of oni insight
  before selecting this insight.
  Diamond body (Ex): a monk gains immunity to poisons
  of all kinds. A monk must be at least 10th level before
  selecting this insight.
  Diamond soul (Ex): 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. A monk must be at least 12th level
  before selecting this insight.
  Diamond soul, improved (Ex): a monk with this insight
  may, as no action, allow spells indicated as harmless to
  bypass  his  spell  resistance.  A  monk  must  have  the
  diamond soul insight before selecting this insight.
  Divine  wind (Ex)*:  a  monk  with  this  insight  may
  perform a flurry instead of a single attack at the end of a
  charge. The monk counts his monk level as half his level
  for the purpose of determining how many attacks the
  flurry class ability grants him – though he may still take
  additional attacks granted by other sources such as the
  bane flurry insight, haste, and the use of ki points to grant
  additional  attacks.  A  monk  must  have  the  faster
  movement insight before selecting this insight. A monk
  must be at least 8th level before selecting this insight. This
  is a deep insight.
  Drunk god dances (Ex)*: a monk with this insight gains a
  +1 bonus to AC for 1 round against each creature that he
  successfully attacks during a flurry (attacking the same
  creature multiple times does not stack this bonus). The
  bonus to AC increases by +1 for every four monk levels.
  This is a deep insight.
  Drunk god dances, improved (Ex): when a monk with this
  insight uses the drunk god dances insight, he additionally
  gains a bonus to saves for 1 round against spells and
  abilities from creatures who he has successfully attacked
  during a flurry. The bonus is equal to the bonus to AC
  gained from the drunk god dances insight. A monk must
  have the  drunk god dances insight before selecting this
  insight.
  Drunken master (Ex): a monk  with this  insight  may
  consume an alcoholic beverage as a standard action to
  select one deep insight that he qualifies for. For 5 rounds
  the monk is considered to know the chosen insight and it
  is considered active for that duration. The insight does
  not count against the number of deep insights that the
  monk may have active. The monk may consume more
  alcohol, each time the duration is reset and the chosen
  insight  can  be  changed.  Each  time  a  monk  uses  the
  drunken master insight, he suffers a -1 penalty  to  all
  saves for one hour (and resets the penalty duration for
  prior penalties). The penalty is a poison effect. A monk
  6
  
  may take this insight any number of times, each time the
  duration of the benefit increases by 5 rounds.
  Dry in the rain (Ex):  a monk with this insight gains
  Deflect  Arrows  as  a  bonus  feat,  at  10th level  he
  additionally gains Snatch Arrows as a bonus feat.
  Edge  walker (Ex):  a  monk  with  this  insight  gains
  Knowledge (planes) and Use Magic Device as class skills.
  The monk may spend 1  ki as a swift action to gain a
  bonus to Use Magic Device checks equal to his class level
  for 1 round.
  Elemental awakening (Su): when gaining this insight a
  monk selects an element: air, earth, fire, or water. The
  choice, once made, is permanent. The monk gains benefits
  based on the chosen element:
  Air: the monk gains a +2 bonus to CMD and Reflex
  saves, this bonus increases by +1 at 10th level and
  every 5 levels thereafter.
  Earth: the monk gains DR 2/adamantine, this DR
  increases  by  +1  at  10th  level  and  every  5  levels
  thereafter.
  Fire: adjacent creatures that strike the monk with a
  melee  attack  suffer  2  fire  damage,  this  damage
  increases  by  +1  at  10th  level  and  every  5  levels
  thereafter.
  Water: the monk gains a +2 bonus  to AC versus
  touch attacks, this bonus  increases  by +1 at 10th
  level and every 5 levels thereafter.
  A  monk  must  have  the  meditation insight  before
  selecting this insight. A monk must be at least 4th level to
  select this insight.
  Elemental force (Su): the monk gains additional benefits
  keyed to the element chosen for elemental awakening:
  Air: as a standard action the monk may spend 1 ki to
  perform a ranged disarm or steal maneuver against
  a creature within 30 ft. The disarmed or stolen object
  lands at the monk's feet, unless he has a hand free in
  which case he may catch it instead.
  Earth: as a standard action the monk may spend 1 ki
  to  perform  a  ranged  trip  or  bullrush  maneuver
  against a creature within 30 ft.
  Fire: as a standard action the monk may spend 1 ki
  to perform a ranged dirty trick maneuver to apply
  the  blinded  or  shaken  conditions  to  a  creature
  within 30 ft.
  Water: as a standard action the monk may spend 1 ki
  to perform a ranged reposition or sunder maneuver
  against an item held or worn by a creature within 30
  ft.
  If the maneuver is successful the creature additionally
  takes  damage  as  if  the  monk  had  struck  it  with  an
  unarmed strike. A monk must have the  meditation and
  elemental  awakening insights  before  selecting  this
  insight. A monk must be at least 8th level to select this
  insight. 
  Elemental  mastery (Su)*:  the  monk  gains  additional
  benefits  keyed  to  the  element  chosen  for  elemental
  awakening:
  Air: the monk gains a bonus to Initiative equal to
  half his monk level, furthermore he may spend 1 ki
  as a swift action to gain a fly speed (perfect) equal to
  his land speed and the effects of haste for 1 round.
  Earth: the monk gains tremorsense 30 ft, furthermore
  he may spend 1  ki as a swift action to gain the
  benefits of elemental body II (earth elemental only) for
  1 round.
  Fire: the monk gains immunity to fire, furthermore
  he may spend 1 ki as a swift action to create a fireball
  centred on himself (using his monk level as caster
  level, DC 10 + 1/2 the monk’s level + the monk’s
  Wisdom modifier).
  Water: the monk gains a swim speed equal to his
  land speed and can breathe water, furthermore once
  a round he may spend 1 ki as a swift action to freeze
  enemies in place in a 20-ft.-radius spread around the
  monk. Enemies may make a Reflex save (DC 10 + 1/2
  the monk’s level + the monk’s Wisdom modifier) to
  avoid being caught in the effect, creatures that fail
  the  save  are  entangled  by  ice  pillars  that  are
  anchored to the ground. The DC to use Strength or
  Escape Artist checks to break free is equal to the
  monk's CMD, but the DC decreases by 5 each round.
  A  monk  must  have  the  meditation,  elemental
  awakening and  elemental force insights before selecting
  this insight. A monk must be at least 10th level to select
  this insight. This is a deep insight.
  Embrace the cycle (Ex)*: even when not performing a
  flurry, a monk with this insight gains the benefit of all
  insights and class abilities that affect a flurry. This allows
  the monk to benefit from insights that normally only have
  an effect when the monk is performing a flurry; it also
  allows the monk to make use of other effects tied to a
  flurry. For example, a monk with this insight may take a
  move action, a standard action, and still spend a swift
  action and 1 ki to gain an additional attack (as per the ki
  pool class ability). Similarly, with the bane flurry insight
  he  may  still  perform  one  attack  against  creatures
  designated by the bane flurry insight regardless of what
  other actions the monk takes in his turn. A monk must
  have the meditation insight before selecting this insight. A
  monk  must  be  at  least  6th level  before  selecting  this
  insight. This is a deep insight.
  Empty body (Su): a monk with this insight can 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
  7
  
  creatures  ethereal. A monk must  be at least 16th level
  before selecting this insight.
  Endless summer (Su): when a monk with this insight
  activates  a  ki ability  with  a  duration  of  1  round,  the
  duration is 2 rounds instead.
  Enhanced ki strike (Su): a monk with this insight counts
  his  monk  level  as  4  higher  for  the  purposes  of
  determining  what  damage  resistances  his  ki strike
  overcomes; he does not need the Ki Pool class ability, nor
  ki to  deliver a  ki strike.  Additionally  at 10th level  the
  monk’s ki strike is good-aligned for good monks and evil-
  aligned for evil monks, neutral monks may chose to have
  either  a  good-aligned  or  an evil-aligned  ki strike;  the
  choice, once made, is permanent. 
  Enlightenment (Ex): a monk with this insight counts his
  monk level as 1 higher for the purpose of determining the
  benefits  of  insights  that  he  possesses.  For  every  four
  meditation insights that the monk possesses, the benefit
  of this insight increases by +1. A monk must have the
  meditation and  serenity insights  before  selecting  this
  insight.
  Evasion,  improved (Ex):  the evasion ability of a monk
  with this insight improves. He still takes no damage on a
  successful  Reflex  saving  throw  against  attacks,  but
  henceforth he takes only half damage on a failed save. A
  helpless  monk  does  not  gain the  benefit  of  improved
  evasion. A monk must be at least 8th level before selecting
  this insight.
  Extra ki (Ex): a monk with this insight gains the Extra
  Ki feat. A monk may take this insight any number of
  times. A monk must be at least 4th level before selecting
  this insight.
  Faster movement (Ex): a monk with this insight counts
  as 3 levels higher for the purpose of the fast movement
  class ability, additionally, the bonus speed from the fast
  movement class ability is considered an insight bonus
  rather than an enhancement bonus (thus allowing the
  monk to fully benefit from  haste and other sources of
  increased speed).
  Fight without thought (Ex)*: when performing a flurry, a
  monk with this insight may use his Wisdom modifier
  instead of his Strength modifier on attack rolls until the
  start of his next turn. A monk must have the sage insight
  before selecting this insight. A monk must be at least 4th
  level before selecting this insight. This is a deep insight.
  Fight without thought, improved (Ex): a monk who uses
  the fight without thought insight may use his Wisdom
  modifier instead of his Strength modifier on all attack
  rolls (including maneuvers). The monk may spend 1 ki as
  a swift action to add his Wisdom modifier to all damage
  rolls for 1 round. A monk must have the  fight without
  thought and sage insights before selecting this insight. A
  monk  must  be  at  least  6th level  before  selecting  this
  insight. 
  Five beast emperors (Ex)*: a monk with this insight may
  use natural attacks in a flurry (though he may still not
  perform natural attacks in addition to flurry attacks). A
  monk must have the meditation of beasts insight before
  selecting this insight. This is a deep insight.
  Fist  of  devas (Ex):  a monk  with  this  insight  gains
  Improved Critical  (unarmed strikes)  as a bonus feat. A
  monk must be at least 10th level before selecting this
  insight.
  Flawless Mantra (Su)*: when a monk with this insight
  uses the advice insight, all allies in the range of the sage
  advice insight are affected by the  ki ability (spending  ki
  only once, not once for each target). A monk must have
  the advice, sage and sensei insights before selecting this
  insight. A monk must be at least 12th level before selecting
  this insight. This is a deep insight.
  Focused insights (Ex): a monk with this insight increases
  the bonus granted by certain insights by +1. The benefits
  of this insight only apply to insights that grant an initial
  numeric bonus that increases every four levels (such as
  the  drunk god dances and  iron body insights). A monk
  may select this insight once, and one additional time for
  every four monk levels he possesses.
  Formless stance (Ex)*: a monk with this insight may
  have two style feat stances active at the same time. He can
  activate both styles as a swift action. At 8th level he may
  have up to three style feat stances active at the same time
  and can activate three stances as a swift action. At 16th
  level he may have up to four style feat stances active at
  the same time and can activate four stances as a swift
  action. This is a deep insight.
  Formless stance, improved (Ex): a monk with this insight
  gains a style feat (not a feat in a style’s path) without
  meeting the prerequisites of that feat. At 4th level and
  every four levels thereafter the monk gains an additional
  style feat (not a feat in a style’s path) without meeting the
  prerequisites of that feat. A monk must have the formless
  stance insight before selecting this insight.
  Frozen  blood (Ex):  when  a  monk  with  this  insight
  confirms a critical hit with an unarmed strike, the target is
  treated as if the monk had made a Stunning Fist attack;
  this  does  not  count  against  the  monk’s  daily  uses  of
  Stunning Fist. A monk must be at least 4th level before
  selecting this insight.
  Gong reverberates (Ex): when a monk with this insight
  successfully hits a creature by using the enhanced attack
  of the strike the gong insight, the creature suffers bleed
  damage equal to the additional damage granted by the
  strike the gong insight. A monk must have the strike the
  gong insight before selecting this insight.
  Guiding flurry (Ex)*: when a monk with this insight
  performs a flurry, each successful attack by the monk
  against  an  enemy  grants  allies  (excluding  the  monk
  himself)  a  +1 bonus to attack and damage against that
  enemy for 1 round. This is a deep insight.
  8
  
  Hand of oni (Su)*: a monk with this insight
  may spend 1 ki as a swift action to project his ki
  with  unarmed  strikes,  this  increases  the
  reach of his unarmed strikes in a flurry
  by 5 ft. The monk may ignore soft cover
  when  attacking  with unarmed  strikes
  using the hand of oni insight. At 16th
  level  the  reach  is  increased  by  an
  additional  5  ft.  A monk  must  be at
  least  8th level  before  selecting  this
  insight. This is a deep insight.
  Heavenly  way (Su)*:  a  monk  with
  this  insight  benefits  from  blur for  1
  round when he performs a flurry. A
  monk must have the  meditation and
  wholeness  of  body insights  before
  selecting this insight.
  This  is  a  deep
  insight.
  Herbal  remedies
  (Ex):  a  monk  with
  this insight gains Heal and
  Knowledge  (nature)  as  class
  skills. He gains a bonus to Heal
  checks  equal  to  half  his  monk
  level.
  High jump (Ex): a monk with this
  insight 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.
  High tumble (Ex): a monk with this insight adds his
  level to all Acrobatic checks, this does not stack with the
  high jump insight. A monk must have the  high jump
  insight before selecting this insight.
  Hollow sutra (Ex): a monk with this insight adds Bluff
  to his class skills and gains the Improved Feint feat. A
  monk  must  be  at  least  4th level  before  selecting  this
  insight.
  Inner peace (Ex): a monk with this insight may spend 1
  hour in contemplation and meditation to regain a number
  of spent  ki points  equal  to  the  number  of  meditation
  insights that he possesses. He may do this once a day. A
  monk must have the  meditation insight before selecting
  this  insight. A monk  must be at least  4th level  before
  selecting this insight.
  Iron body (Ex)*: a monk with this insight gains DR 1/-
  for 1 round when performing a flurry. This DR increases
  by +1 for every four monk levels. A monk may spend 1 ki
  as a swift action to double the DR granted by this insight
  for 1 round. This is a deep insight.
  Iron
   
  body,
  improved (Ex): the DR
  granted  by  the  iron
  body  
  insight
   
  always
  applies.  Furthermore,  when
  spending ki to increase the DR,
  melee weapons used to attack
  the  monk  take  damage
  (bypassing  hardness)  equal  to
  the increased DR of the monk
  for 1 round. A monk must have
  the  iron  body insight  before
  selecting this insight.
  Jade  fountain (Su)*:  when  a
  monk  with  this  insight  would
  die from hit point loss, he may
  instead  spend  3
   ki 
  as  an
  immediate action to remain alive
  and act normally (without being
  staggered) for 1 round. He may
  keep spending ki in this manner to
  stay alive indefinitely while his  ki
  reserves hold. He may be healed
  normally to increase his hit point
  total to the point where he is not in
  immediate  threat  of  death.  A  monk  must  have  the
  wholeness of body insight to select this insight. A monk
  must be at least 10th level before selecting this insight.
  This is a deep insight.
  Just a dream (Ex): a monk with this insight that suffers
  from one or more wounds from the bargain with kyton
  insight may meditate as a full round action to attempt a
  DC  15  Heal  check.  If  successful  the  duration of  each
  wound is reduced by 1 round; furthermore the duration
  is reduced by an additional 1 round for every 5 by which
  he  beats  the  DC.  A monk  must  have  the  kyton  pact
  insight before selecting this insight.
  Ki mirror of the skies (Su)*: when performing a flurry, a
  monk with this insight may spend 1 ki as a swift action to
  grant an enhancement bonus or magical weapon abilities
  to  unarmed  strikes,  monk  weapons  and  improvised
  weapons that he wields. The effect lasts 1 round and costs
  1 ki per +1 bonus or its equivalent. At 14th level the monk
  may spend up to 2  ki, and at 18th level the monk can
  spend  up  to  3  ki.  Unarmed  strikes,  improvised  and
  normal weapons do not need a +1 enhancement bonus to
  receive magical weapon qualities from this insight and
  may  receive  qualities  not  normally  available,  such  as
  granting  disruption to slashing weapons. A monk must
  have the enhanced ki strike and one fist thousand forms
  insights before selecting this insight. A monk must be at
  least 10th level before selecting this insight. This is a deep
  insight.
  Ki  waterfall  (Su)*:  when  a  monk  with  this  insight
  activates a ki ability while performing a flurry he gains a
  bonus to attack and damage equal to the number of  ki
  9
  
  points spent for 1 round. A monk must be at least 4th level
  before selecting this ability. This is a deep insight.
  Kitsune trickery (Ex)*: when a monk with this insight
  performs a feint, the result applies to all enemies adjacent
  to the monk. Additionally, when activating a ki ability the
  monk may perform a feint as a free action. A monk must
  have the hollow sutra insight before selecting this insight.
  This is a deep insight.
  Kyton pact (Ex)*: when a monk with this insight takes
  lethal damage from any source, he may choose to take on
  a wound. Taking on a wound means the original damage
  is reduced by up to 50. The monk then loses 1 hit point
  and 1 additional hit point for every 5 damage prevented
  for the next 5 rounds on the start of his turns. This loss
  cannot be prevented, nor can it be stopped by magical or
  mundane healing. For example, a monk that would take
  22 damage from a melee attack could choose to take on a
  wound to take only 0 damage immediately, and 5 damage
  each round for the next 5 rounds (regardless of DR or
  other  considerations).  A monk  may  initially  have  one
  wound at a time. At 10th and again at 16th level, the
  monk may take an additional concurrent wound. Each
  wound is tracked individually. A monk may meditate as a
  standard action to reduce the duration of a wound by 1
  round. A monk must be at least 4th level before selecting
  this insight. This is a deep insight.
  Maneuver flurry (Ex)*: a monk may perform a single
  combat maneuver as part of a flurry (even if that combat
  maneuver usually requires a standard action to perform).
  A monk must have the maneuver training insight before
  selecting this insight. A monk must be at least 4th level
  before selecting this insight. This is a deep insight.
  Maneuver mastery (Ex): a monk with this insight may
  select  a  Greater  maneuver  feat  without  meeting  the
  prerequisites  of  that  feat.  A  monk  must  have  the
  maneuver training insight before selecting this insight. A
  monk  must  be  at  least  6th level  before  selecting  this
  insight.
  Maneuver training (Ex): a monk with this insight may
  select a single Improved maneuver feat without meeting
  the prerequisites of that feat. A monk may select this
  insight any number of times. A monk must be at least 2nd
  level before selecting this insight.
  Mantis  rages (Ex):  a  monk  with  this  insight  gains
  Medusa’s Wrath as a bonus feat. A monk must be at least
  10th level before selecting this insight.
  Mantle of the world (Su)*: a monk with this insight picks
  two energy types (acid, cold, electricity, fire) at 4th level
  and every  four levels thereafter. He gains resistance 5
  against the chosen energy types. He may choose the same
  energy type more than once, increasing the resistance to
  the energy type by 5 each time. The monk only benefits
  from the energy resistances granted by this insight in
  rounds in which he performs a flurry. A monk must be at
  least 4th level before selecting this insight. This is a deep
  insight.
  March of divine generals (Su): a monk with this insight
  can spend a standard action (or 1 ki as a swift action) to
  air walk for 1 round. He must reach a solid, level surface
  by the end of his turn or he will fall. A monk must be at
  least 10th level before selecting this insight. A monk must
  have  the  cloud  leap and  high  jump insights  before
  selecting this insight.
  Martial training (Ex): a monk with this insight may
  consider half his monk levels as fighter levels for the
  purpose of qualifying for feats.
  Meditation (Ex): a monk with this insight may spend a
  swift action to add an insight bonus to any d20 roll equal
  to the number of times he has this insight. He may do so
  three times a day. A monk may also spend 1 ki to activate
  this ability. A monk may take this insight any number of
  times.
  Meditation of beasts (Su): a monk with this insight may
  spend 1 ki as a standard action to gain the effects of beast
  shape I for 1 minute. He may instead spend 2 ki to set the
  duration to 10 minutes; or 3  ki to set the duration to 1
  hour. A monk must be at least 8th level before selecting
  this insight.
  Meditation of fire (Su)*: a monk with this insight gains
  bonus fire damage to his unarmed strikes equal to the
  half  the  number  of  ki points  currently  in  his  ki pool
  (minimum 0). A monk must be at least 6th level before
  selecting this insight. This is a deep insight.
  Meditation of presence (Ex): a monk with this insight
  gains a bonus equal to half his level on Perception checks
  to detect creatures. He may use his Wisdom modifier
  instead of his Charisma modifier on Intimidation checks.
  Midnight  lock (Ex):  when  a  monk  with  this  insight
  successfully  stuns  an enemy  using  Stunning  Fist, that
  enemy is stunned for 1 additional round if its save failed
  by 5 or more. A monk must be at least 6th level before
  selecting this insight.
  Monastic training (Ex)*: a monk with this insight may
  use the unarmed damage dice of a monk half his level
  instead  of  the  normal  weapon  damage  dice  when
  flurrying with monk weapons or improvised weapons. A
  monk must have the  meditation insight before selecting
  this insight. This is a deep insight.
  Monkey’s ambition (Ex): a monk with this insight gains
  Catch-Off Guard and Throw Anything as bonus feats.
  Monkey foot (Ex)*: a monk with this insight may move
  half his speed at any point during a flurry; this movement
  provokes as normal. A monk must have the  high jump
  and  high tumble insights  before selecting  this insight.
  This is a deep insight.
  One fist thousand forms (Ex): the unarmed strikes of a
  monk with this insight may deal bludgeoning, piercing or
  slashing damage, chosen as a free action. The monk uses
  10
  
  his monk level as his base attack bonus on attack rolls to
  confirm critical hits made with unarmed strikes.
  One touch (Ex)*: a monk with this insight may use the
  Vital Strike feat instead of normal flurry attacks when
  doing a flurry. If he does so he may move up to his speed
  as part of the flurry and use Vital Strike once at any point
  in time during the flurry. The movement provokes attacks
  of  opportunity  as  normal.  At  12th level  he  may  use
  Improved Vital Strike instead, and at 16th level he may
  use Greater Vital Strike instead. The monk may use these
  feats during a flurry even if he does not have the feats.
  The monk is still performing a flurry and as such can still
  take additional attacks granted from other sources such
  as haste, bonus attack from spending a ki point, and bane
  flurry. A monk must have the bend in the wind and one
  fist thousand forms insights before selecting this insight.
  A monk must be at least 8th level before selecting this
  insight. This is a deep insight.
  Overwhelming spirit (Ex)*: shaken enemies within 10 ft
  of a monk with this insight remain shaken even if the
  duration of the shaken condition has expired. At 8th level
  and every 4 levels thereafter the range increases by 5 ft up
  to a maximum of 30 ft at 20th level. This effect persists
  while the monk is conscious. When a monk with this
  insight performs a flurry he may demoralize an enemy as
  a swift action, if he spends 1 ki as part of the swift action,
  then the Intimidate check is applied to all enemies within
  the range of his overwhelming spirit insight. A monk
  must  have  the  meditation  of  presence insight  before
  selecting this insight. This is a deep insight.
  Overwhelming spirit, improved (Ex): when a monk with
  this  insight  uses  overwhelming  spirit,  then  shaken
  enemies within the area of effect of the overwhelming
  spirit insight cannot activate abilities that require a ki cost
  (though other abilities, such as ki strike, still function) nor
  can they cast spells defensively. A monk must have the
  meditation of presence and overwhelming spirit insights
  before selecting this insight.
  Pain's edge (Ex): while a monk with this insight suffers
  from  a  wound,  he  gains  an  insight  bonus  to  melee
  damage equal to the highest continuous damage suffered
  from a wound. A monk must have the kyton pact insight
  before selecting this insight.
  Pain's limit (Ex): while a monk with this insight suffers
  from  a  wound,  he  gains  DR/-  equal  to  the  highest
  continuous  damage  suffered  from  a  wound.  A monk
  must have the  kyton pact insight before selecting this
  insight.
  Pressure point flurry (Ex)*: while performing a flurry a
  monk with this insight gains 1d6 sneak attack (as the
  rogue class feature) at 6th level and an additional 1d6
  sneak attack for every 4 levels thereafter to a maximum of
  4d6 sneak at 18th level. A monk must be at least 6th level
  before selecting this insight. This is a deep insight.
  Pressure point versatility (Ex): a monk with this insight
  gains a single rogue talent  or ninja trick that modifies
  sneak attacks (such as the bleeding attack rogue talent). A
  monk must have the pressure point flurry insight before
  selecting this insight.
  Prodigy of Battle (Ex): a monk with this insight uses his
  monk level as his base attack bonus for the purpose of
  meeting requirements of feats.
  Prohibited elemental arts (Su): the monk gains additional
  benefits  keyed  to  the  element  chosen  for  elemental
  awakening:
  Air (void): as a swift action the monk may spend 2 ki
  to limit the air available to target creature within 30
  ft. The creature is dazed unless it makes a Fortitude
  save to reduce the condition to staggered. Creatures
  that do no need to breathe are immune to this effect.
  Regardless of the save, the creature is also treated as
  if it were silenced.
  Earth (metal): as a swift action the monk may spend 2
  ki to control the metal on a target creature within 30
  ft. The creature may make a Fortitude save to ignore
  this effect, if it fails, the creature cannot attack using
  weapons  predominantly  made  of  metal  and
  furthermore  the  monk  may  ignore  the  creature's
  armor bonus to AC if the armor is predominantly
  made of metal.
  Fire (energy): as a swift action the monk may spend 2
  ki  to  consume  target  creature  within  30  ft.  All
  damage  dealt  by  the  monk  against  the  target
  creature  becomes  force  damage.  Furthermore  the
  creature  must  make  a  Fortitude  save  or suffer 1
  Constitution  damage  for  every  successful  melee
  attack against it made by the monk.
  Water (blood): as a swift action the monk may spend
  2 ki to create the effects of dominate person on a
  target creature within 30 ft; this effect is resisted
  using the target's Fortitude save rather than Will
  save.
  In all cases the duration is 1 round and saves are made
  against a DC of 10 + 1/2 the monk’s level + the monk’s
  Wisdom  modifier.  A  monk  must  have  the  elemental
  awakening,  elemental  force,  elemental  mastery and
  meditation insights before selecting this insight. A monk
  must be at least 14th level before selecting this insight.
  Prudence (Ex)*: a monk with this insight reduces the
  cost of  ki abilities by 1, to a minimum of 1  ki. A monk
  must  have the  meditation insight  before selecting  this
  insight.  This  does  not  allow  the  monk  to  exceed  the
  effective  limit  of  an  insight;  for  example  improved
  wholeness of body allows spending up to 3 ki to heal up
  to three times his level in hit points – prudence reduces
  this cost to 2 ki, it does not allow spending 3 ki to heal up
  to four times his level in hit points. A monk must be at
  least 6th level before selecting this insight. This is a deep
  insight.
  11
  
  Reach of heavenly kings (Ex)*: a monk with this insight
  increases the critical threat range of his unarmed strikes
  to 18-20. This does not stack with the Improved Critical
  feat or similar effects that increase critical threat range. A
  monk must have the fist of devas and meditation insights
  before selecting this insight. This is a deep insight.
  Roaring lion hidden viper (Ex): when a monk with this
  insight successfully uses Stunning Fist on a creature, he
  may apply two conditions instead of just one condition
  (such as stunned and fatigued). A monk must be at least
  4th level before selecting this insight.
  Sage (Ex): a monk with this insight
  can  make  Knowledge  checks
  untrained  and  may  use  his
  Wisdom  modifier  instead
  of
   
  his
   
  Intelligence
  modifier  when  making
  Knowledge checks.
  Seal (Su): a monk with
  this insight may spend  2
  ki as a swift action after
  successfully  attacking  a
  creature with an unarmed
  strike;  the  creature  is
  subject to either  dismissal
  or
   dimensional  anchor
  (monk’s choice) and may
  save as normal (DC 10 +
  1/2 the monk’s level + the
  monk’s  Wis  modifier).  A
  monk  must  have  the
  transcendence insight  before
  selecting  this  insight. A monk
  must be at least 10th level before
  selecting this insight.
  Sensei (Ex): a monk with this insight
  adds  Linguistics  and  all  Knowledge
  skills to his class skills, and gains a bonus
  to Profession (teacher) checks equal to half
  his monk level.
  Serenity (Ex): a monk with this insight gains a
  +1  bonus  to  all  saves.  At  12th level  this  bonus
  increases to +2. A monk must be at least 4th level
  before selecting this insight.
  Seven-limbed god (Ex): a monk with this insight gains
  the Two-Weapon Fighting feat. For each of the feats Two-
  Weapon Fighting, Improved Two-Weapon Fighting and
  Greater  Two-Weapon  Fighting  that  he  possesses,  he
  considers his monk level 1 higher for the purpose  of
  determining  how  many  attacks  his  flurry class  ability
  grants him. Additionally, when performing a flurry he is
  considered to be two-weapon fighting for the purpose of
  feats  such  as  Two-Weapon  Defense  and  Two-Weapon
  Rend.
  Shadow fist (Su)*: a monk with this insight may spend 1
  ki point as a swift action to freely attack with his flurry.
  Each flurry attack may be from anywhere within a 60 ft
  radius sphere of the initial position of the monk. The
  monk does not provoke attacks of opportunity during the
  flurry. At the end of his turn the monk may be positioned
  anywhere in a 60 ft radius sphere of the initial position of
  the monk. A monk must have the  abundant step and
  abundant time insights before selecting this insight. This
  is a deep insight.
  Skilled (Ex): a monk with this insight gains the Skill
  Focus feat, he must choose a class skill to associate with
  that feat. At 10th level the monk gains Skill Focus a second
  time, he must again choose a class skill for the feat.
  Sleepless master (Ex): a monk with this insight needs no
  sleep. The monk’s ki pool replenishes once a day while
  he spends one minute in quiet contemplation; he also
  heals normally and recovers daily racial and class
  abilities at the same time as if he had 8 hours of rest.
  A monk must be at least 6th level before selecting
  this insight.
  Song of stone and tree (Ex): a
  monk with this insight gains
  a  +1  bonus  to  all
  Knowledge  checks.  This
  bonus  increases  by  +1
  for  every  four  monk
  levels. A monk must have
  the  sage insight  before
  selecting this insight.
  Sonic  shout (Ex):  a  monk
  with this insight may project his
  Stunning Fist with a shout as a
  standard action. When using this
  ability  the  monk  makes  a
  ranged  touch  attack
  against  a  foe
  within  30  ft,  if
  successful  the
  foe is hit by the
  Stunning  
  Fist
  attempt
   
  and
  must  save  or
  suffer
   
  the
  consequences.
  This ability does not
  deal damage to the foe. A
  monk must be at least 6th level
  before selecting this insight.
  12
  
  Sonic roar (Ex): a monk with this insight can spend 1 ki
  as a standard action to emit a deafening roar in a 30-foot
  cone. Everybody in the area of effect  takes 1d6 sonic
  damage for every two monk levels and is deafened for 1
  minute.  A Fortitude  save  (DC  10  +  half-monk-level  +
  Wisdom modifier) halves the damage and negates the
  deafened condition. A monk must have the  sonic shout
  insight before selecting this insight. A monk must be at
  least 12th level before selecting this insight.
  Soul  eruption (Su):  when  a  monk  with  this  insight
  confirms a critical hit with an unarmed strike, he deals
  bonus damage equal to twice the number of unspent  ki
  points in his ki pool. A monk must have the frozen blood
  insight before selecting this insight.
  Spectral  flurry (Ex)*:  when  performing  a  flurry  the
  monk’s unarmed strikes gain the ghost touch and limning
  (see  Ultimate  Equipment)  properties.  This  is  a  deep
  insight.
  Spirit in all things (Su)*: while performing a flurry a
  monk  with  this  insight  treats  monk  weapons  and
  improvised weapons that he wields as if they had the ki
  focus property. A monk must be at least 4th level before
  selecting this insight. This is a deep insight.
  Spirit in slumber (Ex)*: when a monk with this insight
  successfully uses Stunning Fist on a creature, then that
  creature (in addition to the normal effects) cannot use the
  following  abilities  for  1  minute:  channel  positive  or
  negative energy, lay on hands, touch of corruption, any
  abilities that require spending points from an arcane pool,
  and any abilities that require spending points from a  ki
  pool (at a GM's discretion this insight may affect other
  abilities that rely on an inner pool of energy). A monk
  must have the one fist thousand forms and roaring lion
  hidden viper insights before selecting this insight. This is
  a deep insight.
  Step in the stream (Ex): a monk with this insight may
  spend 2 ki as a full round action to gain an insight of his
  choice for 1 hour. The monk must meet the prerequisites
  of the insight selected. A monk must have the meditation
  insight before selecting this insight. A monk must be at
  least 4th level before selecting this insight.
  Storm spirit (Ex)*: when a monk with this insight makes
  a successful flurry attack, he is granted one additional
  attack that round. He may not use an unarmed strike, nor
  a  weapon  that  he  has  already  used  that  round,  but
  otherwise can use any light weapon for the additional
  attack (including non-monk and ranged weapons). If he
  makes two successful flurry attacks in a round, he may
  use any one handed weapon instead. If he makes three
  successful flurry attacks in a round, he may use any two-
  handed weapon instead. Storm spirit cannot grant more
  than one additional attack in a round. A monk must have
  the  monkey’s  ambition insight  before  selecting  this
  insight. This is a deep insight.
  Strike the gong (Ex)*: a monk with this insight may
  spend a swift action to gain a +1 bonus to attack and
  damage to a single attack made before the end of his turn.
  The bonus to attack and damage increases by +1 for every
  four monk levels. This is a deep insight.
  Study of perfection (Ex): a monk with this insight gains
  an additional favored class bonus for every level of monk
  he possesses. The monk must take two distinct favored
  class bonuses each level. A monk must have the serenity
  insight before selecting this insight.
  Stun specialist  (Ex): a monk with this insight uses his
  monk level to determine his base attack bonus for the
  purpose  of  Stunning  Fist  attacks,  additionally  his
  Stunning Fist DC is increased by +2 (this does not stack
  with other increases to Stunning Fist DC).
  Style training (Ex): a monk with this insight may select
  a single style feat or feat in a style’s path. He must meet
  the prerequisites of that feat. A monk may  select this
  insight any number of times.
  Style mastery (Ex): a monk with this insight may select a
  single style feat, or feat in a style feat’s path, without
  meeting the prerequisites of that feat. A monk must have
  the formless stance insight before selecting this insight. A
  monk  must  be  at  least  4th level  before  selecting  this
  insight.
  Thread in the tapestry (Su): while performing a flurry
  and using overwhelming spirit a monk with this insight
  gains blindsight to the range of 5 ft, as well as blindsense
  to the range of his overwhelming spirit insight. A monk
  must have the meditation of presence and overwhelming
  spirit insights to select this insight. A monk must be at
  least 12th level before selecting this insight. 
  Transcendence (Ex): a monk with this insight is immune
  to the fatigued and shaken conditions. A monk must be at
  least 8th level before selecting this insight.
  Transcendence, improved (Ex): a monk with this insight is
  immune to fear and exhaustion. A monk must have the
  transcendence insight to select this insight. A monk must
  be at least 14th level before selecting this insight.
  Twin  dragon (Ex)*:  when  a  monk  with  this  insight
  performs a flurry, he may take an additional swift action
  that  turn.  A monk  must  be  at  least  8th level  before
  selecting this insight. This is a deep insight.
  Two  thunders  (Ex)*:  a  monk  with  this  insight  that
  performs a flurry may use the Stunning Fist feat one
  additional time each round. Each use of Stunning Fist
  counts against the monk’s daily uses. A monk must have
  the stun specialist insight before selecting this insight. A
  monk  must  be  at  least  6th level  before  selecting  this
  insight. This is a deep insight.
  Typhoon dance (Ex)*: a monk with this insight may use
  the Cleave feat instead of the normal flurry attacks when
  doing  a  flurry.  At  4th level  he  may  use  Great  Cleave
  instead. At 8th level he may use Cleave twice instead. At
  13
  
  12th level he may use Great Cleave twice instead. At 16th
  level he may use Cleave three times instead. At 20th level
  he may use Great Cleave three times instead. The monk
  may use these feats during a flurry even if he does not
  have the feats. The monk is still performing a flurry and
  as such can still  take  additional  attacks  granted  from
  other sources such as haste, bonus attack from spending a
  ki point, and bane flurry. This is a deep insight.
  Versatile flurry (Ex)*: a monk with this insight may use
  improvised weapons when performing a flurry. A monk
  may select this insight a second time to flurry with any
  simple  weapon,  a  third  time  to  flurry  any  martial
  weapon, and a fourth time to flurry any exotic weapon.
  Additional selections of this insight do not count against
  the number of deep insights applied. A monk must have
  the  monkey’s  ambition insight  before  selecting  this
  insight. This is a deep insight.
  Void fist (Ex)*: when a monk with this insight confirms
  a critical hit with an unarmed strike, he may regain one
  spent  ki point. A monk must be at least 6th level before
  selecting this insight. This is a deep insight.
  Vow of poverty (Ex): a monk who gains this insight may
  immediately gain another insight, he also gains the study
  of perfection insight  and gains  additional  insights  for
  every 3 monk levels. A monk with this insight may never
  own  more  combined  wealth  than  the  wealth-by-level
  guidelines for a character half his level (and never more
  than a 10th level character).
  Water  shatters  stone (Ex)*:  when  a  monk  with  this
  insight performs a flurry, he gains a +1 bonus to attack
  and damage for each successful flurry attack by the monk
  that turn. The bonus lasts until the start of the monk’s
  next turn. This is a deep insight.
  Well  voiced  (Ex):  a monk  with  this  insight  adds
  Diplomacy and Knowledge (nobility) to his class skills
  and  may  use  his  Wisdom  modifier  instead  of  his
  Charisma modifier when making Diplomacy checks.
  Wholeness of body  (Su): a monk with this insight can
  heal a number of hit points of damage equal to his monk
  level by spending 2 ki points as a standard action. A monk
  must be at least 6th level before selecting this insight.
  Wholeness  of  body,  improved (Su):  the  use  of  the
  wholeness of body insight improves;  a monk with this
  insight can spend 1, 2, or 3 ki as a swift action to heal a
  number of hit points of damage equal to his monk level
  times  the  number  of  ki points  spent.  By  spending  a
  standard action instead of a swift action he can apply the
  healing  to  another  creature.  A monk  must  have  the
  wholeness of body insight before selecting this insight.
  Whisper step (Ex): a monk with this insight may take
  one additional 5 ft at any time during his flurry when
  making use of the between the reeds insight. A monk
  must have the between the reeds insight before selecting
  this insight.
  Wilderness  adept (Ex): a monk with this insight adds
  Survival to his class skills. Additionally he gets a bonus to
  Swim and Climb checks equal to half his monk level.
  Zen archer (Ex)*: a monk with this insight may perform
  a flurry with a bow. A monk must be at least 4th level
  before selecting this insight. This is a deep insight.
  14
  
  Additional Options
  This section introduces new feats and alternate favored
  class options. Unlike normal favored class bonuses, most
  of  the  options  offered  here  possess  prerequisites  that
  must be met before the favored class bonus can be taken.
  New feats
  Beyond Order
  Your steadfast path in life allows you to embrace aspects
  of order even in the turmoil of chaos.
  Prerequisites: Wis 15.
  Benefit: You may take up to 2 levels in the monk class
  without meeting the alignment restriction of the monk
  class.
  Special: You may take this feat a second time, if you do,
  you may take up to 6 monk levels without meeting the
  alignment restriction of the monk class. Similarly, you
  may take this feat a third time for up to 12 monk levels,
  and a fourth time for up to 20 monk levels.
  Contemplative Life
  Your constant musings and thoughts on philosophy grant
  you an affinity to the ways of the monk.
  Prerequisites: Wis 15.
  Benefit: You may count half of your non-monk levels as
  monk levels for the purpose of meeting the prerequisites
  of insights and to determine the benefit of insights you
  possess.
  Extra Insight
  You have unlocked a new insight.
  Prerequisite: Monk level 1.
  Benefit: You gain one insight.
  Special: You can gain Extra Insight multiple times.
  Ki Craft
  Over time you can invest a significant portion of yourself
  into crafting a magical item.
  Prerequisites: Wis 15, monk level 5th.
  Benefit: You are considered to possess the feats Craft
  Wondrous  Item  and  Craft  Arms  and  Armor  for  the
  purpose of meeting the requirements of crafting magical
  items  –  though  you  must  still  meet  any  other
  requirements, such as spells. Items crafted using Ki Craft
  do not require any gold (though other special materials
  still need to be provided), instead you spend 1 ki per 1,000
  gp of the crafting cost. You must meditate 8 hours per 1 ki
  invested in this way and can only invest 1 ki per day. Ki
  invested in this way cannot be recovered until the item
  reverts to a mundane item. You can release the invested ki
  as a free action – thereby reverting the item to a mundane
  item  –  but  can  only  recover  the  ki when  you  would
  normally regain ki. The item functions as a magical item
  only for you and is considered a mundane item for all
  other purposes (including its value and detect magic). Your
  caster level is equal to your monk level for the purposes
  of this feat.
  Special: You may take this feat once for every 4 monk
  levels you possess, each time the value of 1  ki invested
  increases by 1,000 gp.
  Monk Combat Legacy
  No matter where life takes you, you still hone the combat
  forms of the monk.
  Prerequisite: Monk level 4, Wis 15, Contemplative Life.
  Benefit: You may count half of your non-monk levels as
  monk levels for the purpose of determining how many
  attacks your flurry class ability grants.
  Musings Of A Monk
  Exposure to the mystic thoughts and disciplined training
  of monks have granted you a small measure of insight.
  Prerequisites: Wis 13.
  Benefit: You gain one monk insight that you qualify for.
  The insight may not be a deep insight, nor may it grant
  access to (or uses of) deep insights  (such as  drunken
  master). Unless you have monk levels, you are considered
  a first level monk for the purpose of determining the
  benefits of the insight you choose.
  Style Shift (Combat)
  Your mastery of many styles allows you to shift between
  styles to catch opponents unprepared.
  Prerequisites: Wis 13, Improved Unarmed Strike, two or
  more style feats, base attack bonus +6 or monk level 5th.
  Benefit: When you change styles you additionally gain a
  +1 bonus to attacks and AC for one round. This bonus
  does not stack with itself, but increases by +1 for every
  four style feats that you possess (note that only the base
  feat in a style counts as a style feat, not feats that have a
  style feat as a prerequisite). 
  Thought Made Flesh
  For a short while your contemplations culminate in a
  state of heightened awareness.
  Prerequisites: Wis 15, Contemplative Life.
  Benefit: When you gain this feat choose a deep insight.
  Once a day you may meditate as a full-round action,
  upon  completion  you  gain the  benefits  of  the  chosen
  insight for two minutes. During this time, when you use
  the full attack action you are considered to be performing
  a flurry for the purposes of the chosen insight.
  15
  
  New Favored Class Options
  Additional insight: the monk gains +1/8 of a new insight.
  Requires the monk to have a Wisdom score of at least 15.
  Additional  quivering  palm:  the  monk  gains  +1/6
  additional quivering palm attacks each day. The monk
  may take this favored class bonus from level 1, but he
  only benefits from this bonus once he gains the quivering
  palm class ability. Requires the monk to have a Wisdom
  score of at least 15.
  Additional  stun:  the  monk  gains  +1/2  additional
  Stunning Fist attacks each day. Requires that the monk
  has the stun specialist insight.
  Body without limit: the monk may use an additional
  swift action +1/6 times a day while performing a flurry.
  Requires the monk to have a Dexterity score of at least 17.
  Clarity of mind: the monk adds +1/8 to his monk level
  for the purpose of determining the benefits of insights he
  possesses. Requires the monk to have the enlightenment
  insight and a Wisdom score of at least 17.
  Crack the core: the hardness of objects is considered 1/2
  less for the monk’s unarmed strikes. Requires the monk to
  have the one fist thousand forms insight.
  Diverse bane: the monk gains +1/6 of the  bane flurry
  insight. Requires the monk to have the bane flurry insight
  and a Wisdom score of at least 15.
  Drunken revelry: the monk adds +1/3 to the number of
  rounds that the benefits of the  drunken master insight
  last. Requires the monk to have a Constitution score of at
  least 15.
  Fatal finish: the monk adds +1 to the damage dealt on a
  critical hit with an unarmed strike (this damage is not
  multiplied on a critical hit). Requires the monk to have
  the one fist thousand forms insight.
  Gifted: the monk adds +1/4 to his monk level for the
  purpose of determining what insights he qualifies for.
  Requires the monk to have at least three attributes with a
  score of at least 15.
  Glimpse  of  understanding:  the  monk  may  use  an
  additional deep insight for 1 round a day (declared as a
  free action). Requires the monk to have a Wisdom score
  of at least 15.
  Whole body: the  monk  heals  +1 additional  hit  point
  when  he  uses  the  wholeness  of  body or  improved
  wholeness of body insights. Requires the monk to have a
  Constitution score of at least 15.
  Heightened  acceleration:  when  the  monk  uses  ki to
  increase his movement speed the duration is increased by
  +1/2 rounds. Requires the monk to have a Dexterity score
  of at least 15.
  Heightened impact: the monk gains +1 to damage on the
  additional  attack  granted  when  using  ki to  gain  one
  additional  attack.  Requires  the  monk  to  have  a
  Constitution score of at least 15.
  Heightened  reaction:  the  monk  gains  +1/3  dodge  AC
  when using the  ki dodge ability. Requires the monk to
  have a Dexterity score of at least 15.
  Maneuver  expertise:  add  +1/4  to  the  monk’s  CMD.
  Requires the monk to have a Wisdom score of at least 15.
  Meditative fortitude: the monk gains +1/4 to Fortitude
  saves. Requires the monk to have the meditation insight.
  Meditative reflex: the monk gains +1/4 to Reflex saves.
  Requires the monk to have the meditation insight.
  Meditative  will:  the monk  gains  +1/4  to  Will  saves.
  Requires the monk to have the meditation insight.
  One with the flow: add +1 hour to the duration of the
  step in the stream insight. Requires the monk to have a
  Wisdom score of at least 15.
  Persistent fortitude: the monk reduces the duration of
  harmful  effects  that  require a  Fortitude  save  (such as
  poison) by +1/4 round; this cannot reduce the duration to
  less  than  one  round.  Requires  the  monk  to  have  a
  Constitution score of at least 15.
  Persistent reflex: the monk reduces any damage taken
  that requires a reflex save by 1 (minimum 0). Requires the
  monk to have a Dexterity score of at least 15.
  Persistent  will:  the  monk  reduces  the  duration  of
  harmful  effects  that require a Will save (such as  hold
  person) by +1/4 round; this cannot reduce the duration to
  less  than  one  round.  Requires  the  monk  to  have  a
  Wisdom score of at least 15.
  Physical projection: increase the range of insights with a
  range (such as the advice, hand of oni and overwhelming
  spirit insights) by +1. In combat this option has no effect
  unless the monk has selected it five times (or another
  increment  of  five).  Requires  the  monk  to  have  a
  Constitution score of at least 17.
  Seek perfection: increase the DC of monk class abilities
  and insights by +1/6. Requires that each attribute of the
  monk has a score of at least 13.
  Speed of thought: add +2 to the monk’s base speed. In
  combat this option has no effect unless the monk has
  selected it five times (or another increment of five). This
  bonus stacks with the monk’s fast movement class feature
  and applies under the same conditions as that feature.
  Requires the monk to have the  faster movement insight
  and a Dexterity score of at least 17.
  Temple shadow: add +1/2 to the monk’s Stealth checks.
  Requires the monk to have Dexterity and Wisdom scores
  of at least 15.
  Tranquillity:  the  monk  gains  +1/5  of  the  meditation
  insight.   Requires  the  monk  to  have  the  meditation
  insight.
  16
  
  Sample Monks
  In this section a variety of monk NPCs are presented that
  showcase the redesigned monk class from a young novice
  to a venerable master. The sample monks make it easy for
  a GM to add monk encounters at all levels of play. 
  All NPCs make use of the elite array (15, 14, 13, 12, 10, 8)
  which is equivalent to a standard 15 point buy. NPCs
  range from CR ½ to CR 18. NPCs below level 10 are
  presented as generic characters; from level 10 onwards
  they are described as specific NPCs – though a GM is free
  to use the sample monks in any way that suits her game. 
  No archetypes are used, each sample monk is the product
  of  the  redesigned  monk  class  presented  in  this  text;
  though the sample monks may make use of feats and
  magic items from other sources.
  Young Novice
  CR 1/2
  XP 200
  Human monk 1
  LN Medium humanoid (human)
  Init +2; Senses Perception +6
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, 
  +2 Wis)
  hp 12 (1d8+4)
  Fort +3, Ref +4, Will +4
  OFFENSE
  Speed 30 ft.
  Melee unarmed strike +2 (1d6+2) or
  flurry +2 (1d6+2)
  Special Attacks flurry, stunning fist (1/day, DC 12)
  STATISTICS
  Str 15, Dex 15, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +0; CMB +2; CMD 17
  Feats 
  Deflect  Arrows,  Dodge,  Extra  Insight,
  Improved  Unarmed  Strike,  Stunning  Fist,
  Toughness
  Skills Acrobatics  +5,  Climb  +6,  Escape  Artist  +6,
  Knowledge (religion) +4, Perception +6
  Languages Common
  SQ bend in the wind, dry in the rain
  Combat Gear potion of cure light wounds
  A young novice has spent barely a year in a monastery
  under the strict tutelage of his masters. The fruits of his
  labors  are  barely  beginning  to  show,  but  he  is  in
  excellent  physical  condition.  His  training  regimen
  includes a minimalist diet of grains and pulses and
  hours of physical training that starts well before
  dawn and lasts until just before the sun sets.
  The life of a young novice in a monastery is
  highly  structured.  It  offers  simplicity  and
  discipline coupled with repetitive tasks that tax the body
  and clear the mind. Over time the monk will learn to
  specialize, seeking a balance between the perfection of
  body and  spirit  unique  to  himself  –  but  for  now  the
  young novice learns primarily that to build a great palace
  it is necessary to first lay a solid foundation.
  Suggested encounters
  Young  novices  are  generic  low-level  monks,  suited  to
  round  out  the  population  of  NPCs  in  controlled
  environments  such  as  monasteries  and  temples.  They
  possess above average hit points, armor class and saves
  relative to other creatures of their CR. This, coupled with
  the  ability  to  deflect  ranged  attacks,  ensures  that  an
  encounter with a group of young novices is not resolved
  quickly.
  Young novices make excellent body guards. They are not
  lethal combatants, but their ability to survive makes them
  an effective barrier behind which more important NPCs
  can survive  with relative certainty. A group  of young
  novices that have been given potions of mage armor can be
  extremely difficult to defeat, treat such monks as CR 1
  instead of CR 1/2.
  17
  
  Tiger in Waiting
  CR 3
  XP 800
  Human monk 4
  LE Medium humanoid (human)
  Init +4; Senses Perception +9
  DEFENSE
  AC 19, touch 18, flat-footed 14 (+1 armor, +4 Dex, 
  +1 dodge, +1 monk, +2 Wis)
  hp 27 (4d8+4)
  Fort +5, Ref +8, Will +6; +2 vs enchantments
  Defensive Abilities evasion
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +8 (1d8) or 
  flurry unarmed strike +8/+8 (1d8+4)
  Ranged masterwork shuriken +8 (1d2 plus poison) or 
  flurry masterwork shuriken +8/+8 (1d2 plus poison)
  Special Attacks flurry, stunning fist (4/day, DC 14)
  TACTICS
  Before Combat When a Tiger In Waiting has time to
  prepare  for  combat,  he  applies  poison  to  his
  shurikens.
  During  Combat A  Tiger  In  Waiting  focuses  on  his
  objectives in combat and will retreat once those are
  accomplished or he deems them unachievable for the
  moment. While he remains in combat he relies on the
  ki dodge ability, the duration of which is 2 rounds due
  to his  endless summer insight. If heavily pressed a
  Tiger In Waiting uses ki dodge on consecutive turns,
  thereby stacking the total dodge bonus to +9.
  Morale A Tiger In Waiting retreats when his objectives
  are met or if he is not close to achieving his objectives
  after 5 rounds.
  STATISTICS
  Str 10, Dex 18, Con 12, Int 13, Wis 14, Cha 8
  Base Atk +3; CMB +3; CMD 21
  Feats  Dodge, Extra Insight, Improved Unarmed Strikes,
  Stunning  Fist,  Weapon  Finesse,  Weapon  Focus
  (unarmed strikes)
  Skills Acrobatics  +11,  Climb  +5,  Perception  +9,  Sense
  Motive +9, Stealth +11, Survival +6, Swim +5
  Languages Common, Sign-Language
  SQ bend in the wind,  cat’s paw strikes,  cat turns tiger,
  endless summer, fast movement, ki pool (4 points,
  magic), slow fall 20 ft., still mind
  Combat Gear black adder venom (2 doses), potion of cure
  light wounds (2); Other Gear bracers of armor +1, mwk
  shuriken (5)
  Tigers In Waiting are shock troops. They usually are in
  the  employ  of warlords, though occasionally  they  see
  opportunity  to  act  as  mercenaries.  Assassinations  and
  sabotage  are  their  forte.  They  act  with  patience  and
  foresight; when they choose to strike their attacks are
  swift and ruthlessly efficient. The dogged perseverance
  and  dedication to their objective  has  given Tigers In
  Waiting a reputation for cruel infallibility. 
  The perceived unrelenting nature of these warriors is
  due  to  their  method  of  operation.  A  Tiger  In
  Waiting  frequently  acts  independently  or  in  a
  small cell; he is required to fend for himself even
  in harsh environments in pursuit of his goal. As
  such they have learned to make a little go a long
  way.
  Suggested encounters
  Tigers In Waiting are dangerous
  and  should  be  used  with
  caution. Both their offense and
  their  defense  is  formidable.
  Typically Tigers In Waiting are
  not tasked with attacking a party
  of PCs, instead they have specific
  objectives  such  as  assassination,
  sabotage,  kidnapping  or  theft.
  Tigers  In  Waiting  pursue  their
  objectives  and  swiftly  retreat  once  they
  have achieved their goal. An effective strategy that
  Tigers In Waiting may employ is to ambush the PCs with
  two  members  as  a  diversion,  while  a  third  Tiger  In
  Waiting stealthily achieves the true objective.
  18
  
  Peaceful Master
  CR 6
  XP 2,400
  Human monk 7
  LG Medium humanoid (human)
  Init +2; Senses Perception +11
  DEFENSE
  AC 18, touch 14, flat-footed 16 (+2 armor, +2 Dex, 
  +1 monk, +2 natural, +1 Wis)
  hp 45 (7d8+7)
  Fort +6, Ref +7, Will +6; +2 vs enchantments
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 50 ft.
  Melee unarmed strike +9 (1d10+4) or 
  unarmed strike maneuver flurry +9/+9 (1d10+4 plus 
  maneuver) or 
  trip or disarm maneuver flurry +13/+13 (plus 
  additional maneuver)
  Special Attacks aspect of the monkey, aspect of the snake,
  flurry, maneuver flurry, stunning fist (7/day, DC 14)
  TACTICS
  Before Combat If engaging in life-threatening combat, a
  peaceful  master  will  make  use  of  her  potion  of
  barkskin (reflected in the defenses above).
  During Combat A peaceful master relies on her combat
  maneuvers to keep her safe from harm. She will make
  disarm and trip attempts on her flurry attacks; and
  uses steal and dirty trick maneuvers with her bonus
  maneuver on a flurry. She uses maneuvers in
  preference to physical attacks and limits herself
  to non-lethal damage when appropriate.
  Morale In serious situations a peaceful master will
  fight to the death to preserve the life of others;
  otherwise she will retreat when she judges the
  situation too dangerous to herself. A peaceful
  master gracefully admits defeat when she deems
  herself beaten.
  STATISTICS
  Str 18, Dex 14, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +5;  CMB +11 (+13 dirty trick, disarm, steal,
  trip); CMD 25 (27 vs dirty trick, disarm, steal, trip)
  Feats Combat Reflexes, Extra Insight (4), Improved Dirty
  Trick, Improved Disarm, Improved Steal, Improved
  Trip, Improved Unarmed Strike, Stunning Fist
  Skills Acrobatics +12, Climb +8, Heal +8, Perception +11,
  Sense Motive +9, Swim +8
  Languages Common
  SQ aspect of the monkey, aspect of the snake, defensive
  maneuver training, fast movement, ki pool (4 points,
  cold iron, magic, silver),  maneuver flurry,  maneuver
  training (4), purity of body, slow fall 30 ft., still mind
  Combat Gear potion of barkskin, potion of cure moderate
  wounds, tanglefoot bag; Other Gear bracers of armor +2
  Peaceful  masters  often  hold  positions  of  seniority  in
  monasteries. They follow a philosophy of harmony and
  typically  are  keen  and  able  teachers,  willing  to
  demonstrate the physical form of their philosophies in
  friendly sparring matches. 
  A peaceful master is fond to point out that true strength
  comes from within, that a combatant who puts his or her
  faith into an object, be it a weapon, ingredients or a focus,
  can  easily  lose  everything.  With  unnerving  ease  a
  peaceful  master  turns  gravity  against  opponents  and
  weapons into decorations.
  Suggested encounters
  The  non-lethal  nature  of peaceful  masters  make  them
  suitable encounters for a low-level party. Their mastery of
  combat maneuvers translates into potent melee-ranged
  battlefield control. 
  A peaceful master can come to the rescue of PCs that have
  gotten in over their heads. Alternatively a peaceful master
  can act as a mentor for one or more PCs.
  19
  
  Foul Ken Min
  CR 9
  XP 7,200
  Male human monk 10
  LN Medium humanoid (human)
  Init +2; Senses Perception +15
  DEFENSE
  AC 17 touch 17, flat-footed 14 (+2 Dex, +1 dodge, 
  +2 monk, +2 Wis)
  hp 73 (10d8+20)
  Fort +8, Ref +9, Will +9; +2 vs enchantments
  Defensive Abilities deflect arrows, drunk god dances, 
  evasion, snatch arrows; Immune disease, poison
  OFFENSE
  Speed 60 ft.
  Melee unarmed strike +12/+7 (2d6+4)
  or unarmed flurry +12/+12/+12 (2d6+4)
  or unarmed bane flurry +12/+12/+12/+12 (2d6+4)
        or unarmed bane mastery flurry +15/+15/+15/+15 
  (2d6+4)
  Special Attacks bane flurry, bane mastery, flurry, 
  stunning fist (10/day, DC 17)
  TACTICS
  Before  Combat When  possible,  Ken  Min  uses  the
  drunken master insight just before combat starts. He
  uses drunken master to acquire a bane flurry insight
  that is appropriate to the fight.
  During Combat Ken Min is not afraid to have the fight
  brought  to  him,  with  Deflect  Arrows  and  Snatch
  Arrows he can keep his distance and let enemies
  move to engage
  him  in
  melee. He then bane flurries and uses  monkey foot
  and tumble to distance himself again. Any enemies he
  hits  are  disorientated  by  the  drunk  god  dances
  insight, which increases his AC against them. He uses
  drunken  master to  acquire  more  bane  flurry
  indiscriminately and if he has trouble hitting he uses
  step in the stream to acquire the appropriate bane
  mastery. He relies on his ki pool and Stunning Fist to
  round out his offense and defense. If he finds himself
  heavily pressured he uses the improved wholeness of
  body insight to keep alive.
  STATISTICS
  Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 8
  Base Atk +7; CMB +9; CMD 28
  Feats Deflect Arrows, Dodge, Extra Insight (4), Mobility,
  Snatch Arrows, Weapon Focus (unarmed)
  Skills Acrobatics +25 (+37 to jumping), Climb +17, Heal
  +10,  Knowledge  (nature)  +8,  Perception  +15,
  Profession (brewer) +10, Survival +10, Swim +17
  Languages Common
  SQ bend in the wind, diamond body, drunk god dances,
  drunken master (2, 10 rounds),  dry in the rain, fast
  movement, improved wholeness of body, high jump,
  high  tumble,  meditation,  monkey  foot,  ki  pool  (7
  points, cold iron, lawful, magic, silver), purity of body,
  slow fall 50 ft., step in the stream, still mind, study of
  perfection (+10 hit points), vow of poverty, wholeness
  of body, wilderness adept
  Combat  Gear gourds  with  home-brewed  liquor  (4),
  pouches of foul wine (2);  Other Gear bottle of fine
  wine
  “Foul”  Ken  Min  shuns
  people,  and  others  shun
  him  in  return.  He  is
  abrasive and rude when he
  has cause to speak; though
  he rarely utters more than a
  few  near  coherent  grunts  in
  normal  situations.  In  contrast,
  during battle – under the influence
  of  alcohol  –  he  displays  unusual
  mirth and even a slurred eloquence.
  His long hair is a matted, thick mess of
  sweat  and  tangles.  A  constant  alcohol-
  induced  miasma  wafts  around  him  that
  appears to cling to objects and creatures that get
  into spitting distance of the man. However, despite his
  unkempt presentation there is a sense that there is a
  hidden  depth  to  Ken  Min:  a  refined  posture,  a
  vocabulary that unexpectedly exceeds the vernacular;
  something suggests that life was once very different for
  this man.
  It is rare for people to see him, though at least once a
  year he makes his way to a settlement with pelts and
  skins  in hand  to  procure a bottle  of fine  wine. The
  balance of the time he spends deep in the wilds. He
  20
  
  lives  at  a  makeshift  shelter  to  keep  the  worst  of  the
  elements at bay and has fashioned himself a rudimentary
  distillery  that  produces  enough  bitter  alcohol  to  lull
  himself into a forgetful stupor most of the time.
  Little light shines on his past, mostly just rumors; they
  speak of betrayal, of a demonic warrior, of banishment. A
  few years ago a militant looking group of half-a-dozen
  foreigners attempted to find him. They have not been
  heard from since. The only certainty is that the fine wine
  “Foul” Ken Min purchases never touches his lips, instead
  he slowly pours it onto the ground when the sun sets.
  Suggested encounters
  Ken Min typically avoids confrontations and even when
  intoxicated  (his  normal  state  of  being)  he  is  only
  minimally sociable. Although he does not welcome it, he
  will tolerate advances to jointly drink alcohol – and might
  warm up  a  little  over  the  course  of  several  hours  of
  drinking.
  There are certain people or factions which may want to
  get hold of Ken Min, either dead or alive. In the confines
  of  a  campaign  Ken  Min  can  serve  the  position  of  a
  banished noble man whose past is largely a secret. As
  such PCs may be contracted to capture Ken Min on a false
  charge. Such a task is suited to relatively low-level PCs (a
  party of four 6th to 7th level characters) as Ken Min would
  typically be encountered in isolation of other encounters,
  which somewhat mitigates his CR. He has no allies to
  support  him  in  battle  and  he  yields  no  appreciable
  treasure  (on  the  grounds  of  his  vow  of  poverty).
  Nonetheless he can be frustrating to fight as he is able to
  reduce the impact of ranged combatants due to his arrow
  deflecting  and  snatching  abilities,  furthermore  he  can
  distance  himself  from  melee  combatants  without
  sacrificing his own ability to perform a flurry each round.
  If the PCs succeed in the capture of Ken Min, they can
  later discover that he is innocent of the charges brought
  against  him  and  they  may  decide  to  stage  a  rescue
  attempt before it is too late.
  Alternatively, a PC may want to seek out “Foul” Ken Min
  as a teacher. As unlikely as the dirty, smelly man may
  appear on the outside, he is a formidable martial artist
  and master of several advanced techniques. In campaigns
  where PCs need to study and train to improve, Ken Min
  can be an invaluable  asset.  However, any  prospective
  student  needs  to  be  well-prepared,  as  Ken  Min  is  a
  proponent of the hands-on approach to teaching.
  Ranja of the Scorched Scroll
  CR 12
  XP 21,600
  Female human monk 13
  LE Medium humanoid (human)
  Init +3; Senses Perception +22
  DEFENSE
  AC 35, touch 29, flat-footed 27 (+4 armor, +3 Dex, 
  +1 deflection, +5 dodge, +1 insight, +3 monk, 
  +2 natural, +6 Wis)
  hp 81 (13d8+13)
  Fort +11, Ref +13, Will +16; +2 vs enchantments
  Defensive Abilities crane wing, evasion, serenity;
  Immune disease
  OFFENSE
  Speed 70 ft.
  Melee unarmed strike +11/+6 (2d6+2 plus meditation of 
  fire) 
  or unarmed strike flurry +17/+17/+17/+17 (2d6+2 plus 
  meditation of fire)
  Special Attacks flurry, meditation of fire, stunning fist 
  (13/day, DC 24), stun specialist, two thunders
  TACTICS
  Before Combat Ranja drinks her potions of  mage armor
  and barkskin before combat. She never attacks from an
  ambush,  instead  she  will  declare  herself  before
  combat starts; she expects the same from others and
  will  be  merciless  when  she  finds  that  expectation
  betrayed.
  During Combat Ranja always fights defensively (already
  reflected in the statistics). She has a very large ki pool,
  but rarely sees the need to make use of her ki powers –
  as the meditation of fire insight grants more damage
  to her unarmed strikes with a larger pool of available
  ki. She gets a +4 bonus to attack on Stunning Fist
  attacks, and can make two Stunning Fist attacks a
  round  when  flurrying.  She  aggressively  uses  her
  powers, placing preference on single targets that she
  deems susceptible to Stunning Fist and fire attacks.
  Morale Ranja is confident in her defenses and does not
  flee a battle unless she’s desperate or feels that she is
  out of her depth.
  STATISTICS
  Str 12, Dex 16, Con 13, Int 10, Wis 22, Cha 8
  Base Atk +9; CMB +10; CMD 40
  Feats Crane Riposte (UC), Crane Style (UC), Crane Wing
  (UC), Dodge, Extra Insight (3), Extra Ki (2), Improved
  Unarmed  Strike,  Mobility,  Stunning  Fist,  Weapon
  Focus (unarmed strike)
  Skills Acrobatics  +19,  Climb  +5,  Knowledge  (history,
  religion) +11, Knowledge (others) +8, Perception +22,
  Sense Motive +22, Swim +5
  Languages Common
  21
  
  SQ abundant  step,  bend  in  the  wind,  contemplation
  without limit, fast movement, ki pool (16 points, cold
  iron, lawful, magic, silver), meditation of fire, purity
  of body, sage, fight without thought, serenity, slow fall
  60 ft., still mind,  stun specialist,  style training,  two
  thunders
  Combat Gear potion of barkskin(2), potion of mage armor(2);
  Other Gear amulet of mighty fists +1,  belt of incredible
  dexterity +2,  dusty rose prism ioun stone,  headband of
  inspired wisdom +2, ring of protection +1
  Ranja, of the Scorched Scroll, is the leader of a loosely
  associated group of specialist combatants. The group has
  become known as the Scorched Scroll after a risky though
  ultimately  successful  mission  that  included  the
  infiltration and  destruction of  the  private  library  of  a
  wizard  king  –  and  survival  of  the
  subsequent headhunt.
  Ranja  follows  a  set  of  strict
  principles and values that she
  applies  to  both  herself  and
  others;  but  this
  philosophy
   
  of
  order  does  not
  extend  beyond
  individuals:  she
  has  no  social
  conscience  and
  sells  her  skills
  to  the  highest
  bidder,  both
  the  righteous
  and
   
  the
  repugnant. 
  The price to hire
  her
   
  and
   
  her
  associates
   
  is
  exceptional  but  also
  uncertain:  it  varies  from
  contract to contract and cannot
  be  measured  in  gold.  Rare
  opportunities and unique gifts
  are her currency of choice. The
  details are not known, but on the
  day Ranja received the compensation
  for  the  Scorched  Scroll  operation  the
  chime of tiny bells was heard throughout
  the day all over the land.
  Suggested encounters
  Ranja, and her associates in the group known as
  the Scorched Scroll, are well suited to be recurring
  rivals  in  an  ongoing  campaign.  They  are  better
  suited as rivals than as villains in the sense that Ranja’s
  methods of operation and goals are not sinister and she –
  and by extension the Scorched Scroll – would rarely have
  cause to fight a party of PCs to the death.
  Instead specific goals between PCs and Ranja may be at
  odds and cause the two forces to clash. For example,
  Ranja and the Scorched Scroll may have been contracted
  to  acquire  a  rare  sample  of  an  endangered  species  –
  where the PCs may be hired to protect or recover that
  sample. Conversely, the PCs may be on a quest to find an
  artifact or solution which the Scorched Scroll have been
  charged with protecting.
  The  players  may  initially  be  introduced  to  Ranja  at
  relatively low levels – perhaps as low as level 8 – in an
  encounter that does not pit Ranja and the PCs directly
  against each other, but in a competition for a goal.
  Subsequent encounters between the players and Ranja
  can  gradually  introduce  additional  members  of  the
  Scorched Scroll to slowly escalate the CR of encounters
  without the need to level individual members of
  the Scorched Scroll.
  A  successful  rivalry  requires  two
  important  ingredients:  memorable
  characters  and  both  victories  and
  defeats  between  the  rival  parties.
  While each encounter is intense and
  important, no single encounter carries
  the weight of a campaign and thereby
  force  a  definitive
  conclusion  of  the
  rivalry.
  Members  of  the
  Scorched Scroll are
  all, similar to Ranja
  herself,  specialist
  combatants
   
  that
  bring
   
  unique
  qualities to the group –
  both in terms of combat
  strength as  well  as  personality.  Furthermore
  the group is only loosely associated with each
  other,  thereby  allowing  a  little  variation
  between  what  members  are  employed  in
  particular operations. It is readily possible for PCs
  to meet members of the Scorched Scroll in ordinary
  situations well before they are exposed in a combat
  encounter; and likewise it is possible for members of the
  Scorched Scroll to be present at an encounter without
  actually participating in it.
  Should the PCs, or a particularly PC, earn the
  respect of Ranja it is certainly possible for Ranja
  and the Scorched Scroll to act in favor of the
  PCs in a deus ex machina as a token of her
  appreciation  of  their  rivalry.  Likewise  it  is
  possible for the PCs to hire the services of the
  Scorched  Scroll,  provided  that  they  can  offer
  Ranja something truly outstanding that would pique her
  interest. Such an endeavor may be a quest arc onto itself.
  22
  
  Mikail, The Laughing Jug
  CR 15
  XP 64,800
  Male human monk 16
  LN Medium humanoid (human)
  Init +3; Senses Perception +22
  DEFENSE
  AC 29, touch 23, flat-footed 25 (+4 armor, +3 Dex, 
  +1 deflect, +1 dodge, +1 insight, +4 monk, 
  +2 natural, +3 Wis)
  hp 131 (16d8+48)
  Fort +16, Ref +17, Will +17; +2 vs enchantment
  Defensive Abilities evasion, spell resistance 26; 
  Immune disease, poison
  OFFENSE
  Speed 80 ft.
  Melee unarmed strike +17/+12/+7 (2d10+5)
  or improvised +17/+12/+7 (2d6+5)
  or unarmed flurry +17/+17/+17/+17/+17 (2d10+5)
  or improvised flurry +17/+17/+17/+17/+17 (2d6+5)
  Special Attacks aspect of the monkey, quivering palm 
  strike (1/day, DC 21), shadow fist, stunning fist 
  (16/day, DC 21)
  TACTICS
  Before Combat Mikail drinks his potions of  mage armor
  and barkskin before combat.
  During Combat Mikail specializes in fighting with
  other  peoples’  weapons.  While  on  the
  defensive he disarms and sunders weapons,
  armor and items of foes he fights. Using
  the shadow fist insight he can cherry pick
  which enemies to engage and stay out of
  harms  way;  items  that  he  steals  he
  conveniently discard out of reach of his
  foes.  He  keeps  the  most  promising
  weapon and proceeds to flurry with
  it  as  an improvised  weapon. In
  Mikail’s
   
  hands
   
  any
  improvised  weapon  deals
  2d6 damage, and if it is a
  magical  weapon it  retains
  those  properties.  For
  example, a +1 flaming falcata
  (1d8/19-20 x3) becomes a +1
  flaming
   
  improvised
  weapon (2d6) that only
  threatens  a  critical  hit
  on  a  natural  20  and
  only  has  a  x2  critical
  multiplier
   
  when
  wielded  by  Mikail.
  Furthermore,  due  to  the
  spirit  in  all  things insight,
  any  improvised  weapon  Mikail
  wields  possesses  the  ki focus property
  and thus bypasses DR and hardness as his  ki strike.
  Due to aspect of the monkey he receives a +4 bonus to
  attack on combat maneuvers. He uses Stunning Fist to
  blind enemies susceptible to the attack.
  Morale Mikail  knows  when  he’s  beaten  and  will  use
  abundant step to escape if necessary – but not before
  acknowledging the victor and leaving a prize (often a
  weapon or item that he acquired during the fight).
  STATISTICS
  Str 20, Dex 16, Con 14, Int 10, Wis 16, Cha 8
  Base  Atk +12;  CMB +21  (+25  disarm,  +23  sunder);  
  CMD 40 (42 vs disarm, sunder)
  Feats Catch  Off  Guard,  Dodge,  Improved  Disarm,
  Improved  Sunder,  Improved  Unarmed  Strike,
  Mobility, Stunning Fist, Throw Anything, Toughness
  Skills Acrobatics +22, Climb +16, Perception +22, Sense
  Motive +22, Swim +16, Use Magic Device +15
  Languages Common
  SQ abundant step, abundant time, aspect of the monkey,
  bend  in  the  wind,  diamond  body,  diamond  soul,
  contemplation  without  limit,  ki  pool  (11  points,
  adamantine,  cold  iron,  magic,  lawful,  silver),
  maneuver training (2), meditation, monastic training,
  monkey’s ambition, serenity, shadow fist, slow fall 80
  ft., spirit in all things, still mind, versatile flurry
  Combat Gear potion of barkskin(2), potion of mage armor(2);
  Other Gear belt of perfection +2, cloak of resistance +2,
  dusty  rose  prism  ioun  stone,  disarming
  gauntlets  of  the  skilled  maneuvers  (UE),
  headband  of  inspired  wisdom  +2,  ring  of
  protection +1
  Some think Mikail, the Laughing Jug, is an
  avatar of a monkey god – citing his ability to
  appear  and  disappear  in  combat,  nicking
  items,  disarming  weapons  and  breaking
  mostly anything with impunity. They
  point out that those who draw his
  ire  are  blinded.  They  remind
  that  once  a  group  of  heavily
  armored guards attempted to
  23
  
  arrest Mikail while he was bathing. The guards recall that
  he had grinned, taken off his loincloth, and used it to
  break the weapons, armor and clothes of the guards until
  they were as naked as him. 
  While all these events are certainly true, Mikail is not – to
  his knowledge – an avatar of any god. 
  Suggested encounters
  Mikail is an encounter that should be used with caution.
  His ability to keep himself out of harms way while still
  being  able  to  attack  targets  at  will  can  be  hard  to
  compensate  for  –  and  likewise  his  good  touch  AC,
  formidable  saves  and  high  spell  resistance  make  him
  relatively intractable to casters. To round off his arsenal of
  infuriating techniques he is able to disarm or sunder the
  most vital equipment of anybody he deems a threat.
  In  spite  of  his  vexing  ways,  Mikail  usually  leaves
  disarmed  items  somewhere  where  they  can  be  found
  later. Likewise, although he sunders with impunity, he
  usually only breaks items (as opposed to destroy them
  entirely).
  Fortunately Mikail is not malicious or overly vengeful,
  and typically would not attempt to kill somebody. He has
  a  pronounced  mischievous  streak  and  is  somewhat
  prideful so will rarely back down from a challenge – but
  he always fights under his own terms and in a manner
  baffling most regular combatants.
  Ideally PCs should encounter Mikail in a foreign city that
  they happen to be passing through – or alternatively in a
  very  large  metropolitan  –  to  reduce  the  likelihood  of
  repeated encounters. The charm and downside of using
  Mikail as an encounter is that he is best used in a once-off
  battle.
  A potential way to have PCs encounter Mikail in combat
  is when guards try to arrest Mikail in a tavern that the
  PCs happen to attend; in desperation the guards may
  turn to the PCs for help. This gives the PCs a chance to
  see Mikail’s fighting style in advance (such as sundering
  the guards’ fullplate armor with a curtain, and apparently
  appearing to strike from multiple corners of the room at
  the same time) and a warning from the captain of the
  guard  may  encourage  them  not  to  fight  with  their
  weapons (on the risk of them being stolen or broken). 
  Should PCs endeavor to track down Mikail in contexts
  other than combat, he proves to be sociable and eager to
  mingle. He even acts as a teacher to willing students that
  are interested in duplicating his skills with improvised
  weapons  including  the  ability  to  apply  ki strike  to
  wielded weapons. Mikail can also teach the shadow fist
  insight, but will only consider doing so for students that
  he deems worthy.
  Chimon Everwatch
  CR 18
  XP 194,400
  Venerable male halfling monk 19
  LN Medium humanoid (halfling)
  Init +9; Senses blindsense 25 ft., blindsight 5 ft., dark 
  vision 60 ft., Perception +27 (+36 to detect creatures)
  DEFENSE
  AC 38, touch 32, flat-footed 28 (+4 armor, +9 Dex, 
  +1 dodge, +1 deflect, +1 insight, +4 monk, 
  +2 natural,  +1 size, +5 Wis)
  hp 155 (19d8+57)
  Fort +18, Ref  +23, Will +20; +2 vs enchantment, fear
  Defensive Abilities evasion; Immune disease
  OFFENSE
  Speed 80 ft.
  Melee unarmed strike +30/+25/+20 (2d8+6)
  or unarmed strike flurry +30/+30/+30/+30/+30 (2d8+15)
  Special Attacks cat's paw strikes, cat turns tiger, one fist 
  thousand forms, one touch,  quivering palm strike 
  (1/day, DC 24), sneak attack 4d6, stunning fist (19/day,
  DC 24)
  TACTICS
  Before Combat Chimon activates his robe of blending to
  take the form of a small race with dark vision, he also
  drinks his potions of  mage armor and  barkskin, and
  applies the oil of greater magic weapon to his body.
  During Combat When possible Chimon intimidates all
  foes within the reach of his overwhelming spirit and
  simultaneously uses kitsune trickery to feint adjacent
  foes. He then flurries with sneak attack. Shaken foes
  remain shaken within 25 ft. of Chimon, this forms part
  of  his  defense.  He  uses  ki dodge  to  augment  his
  defense and if enemies can hit him consistently also
  uses  one  touch to  position  himself  safely  between
  attacks.
  Morale Chimon will not fight in a battle that does not
  favor him; nor will he remain in a protracted battle.
  STATISTICS
  Str 6, Dex 28, Con 16, Int 14, Wis 20, Cha 17
  Base Atk +14; CMB +11; CMD 45
  Feats Combat Expertise, Dodge, Extra Insight (7), Greater
  Feint,  Greater  Weapon  Focus  (unarmed  strike),
  Improved Feint, Improved Unarmed Strike, Mobility,
  Weapon  Finesse,  Weapon  Focus  (unarmed  strike),
  Weapon Specialization (unarmed strike)
  Skills Acrobatics +30, Bluff +28, Climb +11, Intimidate
  +28, Perception +27 (+36 to detect creatures), Sense
  Motive +27, Swim +10
  Languages Common, Dwarven, Elven, Halfling, tongue
  of the sun and moon
  SQ abundant step, bend in the wind, cat's paw strikes, cat
  turns tiger,  combat training,  contemplation without
  limit, fast movement, hollow sutra, ki pool (14 points,
  adamantine, cold-iron, lawful, magic, silver), kitsune
  24
  
  trickery, martial training, meditation of presence, one
  fist thousand forms, one touch, overwhelming spirit,
  pressure point flurry, purity of body, slow fall 90 ft.,
  still  mind,  thread  in  the  tapestry,  timeless  body,
  tongue of the sun and moon
  Combat  Gear oil  of  greater  magic  weapon,  potion  of
  barkskin(2), potion of cure moderate wounds (2), potion of
  cure serious wounds (2), potion of invisibility (2), potion of
  mage armor(2); Other Gear +3 amulet of mighty fists, belt
  of incredible dexterity +6, circlet of persuasion, cloak of
  resistance +3, dusty rose prism ioun stone, headband of
  inspired wisdom +4, pink rhomboid ioun stone, ring of
  protection +1, robe of blending
  Chimon grew up an orphan in what seemed a never-
  ending war. The horrors of battle, constant hunger and
  lingering fear burrowed deep scars into the psyche of the
  child. By the age of 9, desperate for food, he became a
  child  soldier  –  acting  as  support  and  messenger.  The
  years that followed stripped every last shred of innocence
  from him.
  More than a century has passed since the war settled into
  an uneasy  peace. Chimon has  become  a halfling who
  trades  in  certainties,  specifically  those  certainties  that
  ensure that he is still alive tomorrow. He leaves nothing
  to
  chance and minimizes any risks he must take. His eyes
  have  an  unyielding  arctic  depth  and  he  exudes  a
  terrifying presence that chills anybody that comes near
  him and distorts how he is perceived by others. 
  Suggested encounters
  Under normal conditions there is little chance that a party
  of PCs would encounter Chimon – an unlikely exception
  is if Chimon is convinced that they are a threat to his
  future that he cannot simply avoid. In such a scenario
  Chimon would wait for an opportune moment to ambush
  the party and eliminate them one by one. He is not cruel,
  but cold and efficient.
  A rare,  but  perhaps  more  plausible,  way  for  PCs  to
  encounter Chimon in combat is in the form of practice.
  He is still associated with various military groups and
  occasionally  is  asked  to  train  promising  candidates  –
  Chimon indulges these requests on the grounds that they
  enhance the safety of the land and by extension his own
  well-being. Regular and even elite soldiers are exempt
  from such training, as Chimon is too overwhelming, but
  battle-proven champions have  a chance to see him in
  action and live to tell the tale.
  25
  
  New Magic Items
  Bands of Battle
  PRICE
  VARIES
  +1 bonus
  4,000 GP
  +2 bonus
  16,000 GP
  +3 bonus
  36,000 GP
  +4 bonus
  64,000 GP
  +5 bonus
  100,000 GP
  SLOT hands or feet 
  WEIGHT –
  AURA faint evocation
  CL 5th
  These matted bands can be wrapped around either hands
  or feet. They grant a +1 to +5 enhancement bonus on all
  unarmed strikes (not just those done by hands or feet).
  Alternatively,  these  bands  can  grant  melee  weapon
  special  abilities,  so  long  as  they  can  be  applied  to
  unarmed  attacks.  Special  abilities  count  as  additional
  bonuses for determining the market value of the item, but
  do not modify attack or damage bonuses. Bands of battle
  cannot have a modified bonus (enhancement bonus plus
  equivalents) higher than +5. Bands of battle do not need to
  have a +1 enhancement bonus to grant a melee weapon
  special ability.
  If the wearer has a ki pool then bands of battle can be used
  in  conjunction  with  an  amulet  of  mighty  fists.  The
  enhancement bonuses to unarmed strikes do not stack for
  these two items, but weapon special abilities from both
  magic  items  can  be  used  on  unarmed  strikes
  simultaneously.
  CONSTRUCTION REQUIREMENTS
  COST VARIES
  Craft Wondrous Item, creator must be a monk
  +1 bonus
  2,000 GP
  +2 bonus
  8,000 GP
  +3 bonus
  18,000 GP
  +4 bonus
  32,000 GP
  +5 bonus
  50,000 GP
  Blindfold of Ki Sight
  PRICE
  16,000 GP
  SLOT eyes 
  WEIGHT –
  AURA strong transmutation
  CL 11th
  This black blindfold does not obscure normal vision but
  imposes a -5 penalty to Perception checks. When worn for
  at  least  a day the  wearer gains  blindsense  30 ft. The
  blindsense is limited to creatures with a ki pool as well as
  creatures that have been struck with a melee attack by a
  creature with a ki pool in the last minute.
  CONSTRUCTION REQUIREMENTS
  COST 8,000 GP
  Craft Wondrous Item, creator must be a monk
  Ceremonial Sash
  PRICE
  12,000 GP
  SLOT chest 
  WEIGHT 1 lb.
  AURA moderate transmutation
  CL 8th
  The art on this finely embroidered sash depicts a cherry
  tree with blossom petals. Senior monks and monks who
  have  excelled  in  competition  are  often  awarded  a
  ceremonial sash. Each sash is keyed to a particular monk
  insight and when worn grants the wearer a +2 bonus to
  their monk level for the purposes of the keyed insight.
  CONSTRUCTION REQUIREMENTS
  COST 6,000 GP
  Craft Wondrous Item, creator must be a monk
  Graceful Geta
  PRICE
  4,000 GP
  SLOT feet 
  WEIGHT 1 lb.
  AURA faint transmutation
  CL 5th
  These traditional sandal-like geta are carved from a single
  piece of dark oak. When worn they grant a +2 competence
  bonus on Dexterity-based checks. Creatures with a ki pool
  are granted a +3 competence bonus instead.
  CONSTRUCTION REQUIREMENTS
  COST 2,000 GP
  Craft Wondrous Item, creator must be a monk
  Kitsune Mask
  PRICE
  4,000 GP
  SLOT head
  WEIGHT –
  AURA moderate transmutation
  CL 8th
  This white mask depicts a stylized and simplified kitsune
  face with red whiskers. The mask may be worn normally,
  but is commonly worn at an angle that leaves the face
  exposed. When worn the wearer is immune to effects that
  suppress the wearer’s ability to use ki.
  CONSTRUCTION REQUIREMENTS
  COST 2,000 GP
  Craft Wondrous Item, creator must be a monk
  Mala of the Manyfold
  PRICE
  2,000 GP
  SLOT hands 
  WEIGHT –
  AURA faint transmutation
  CL 5th
  The mala of the manyfold is a string of 108 thought beads.
  The beads represent both sins and virtues, the purpose of
  the mala is to meditate on this dichotomy. When wrapped
  around one or two hands the item grants the ability to
  activate any ki ability as a free action once a day.
  CONSTRUCTION REQUIREMENTS
  COST 1,000 GP
  Craft Wondrous Item, creator must be a monk
  26
  
  Monk’s Sheathe
  PRICE
  10,000 GP
  SLOT  – 
  WEIGHT 1 lb.
  AURA moderate transmutation
  CL 8th
  These long wrappings depict scenes from the daily lives
  of  a  monastery  and  see  common  use  by  wandering
  monks. When a melee weapon is wrapped in these while
  meditating or resting to regain ki, the wrappings harden
  into a sheathe or holster as appropriate for the weapon.
  When  the  weapon  is  drawn  from  this  sheathe  the
  wrappings soften again and the weapon resonates with
  the  user’s  ki pool.  As  part  of  the  action to  draw  the
  weapon from the sheathe the user may designate any
  combination of enhancement  bonus  and  legal  magical
  weapon special abilities with a total modified bonus of +3
  (such as +2 ghost touch, or merciful holy; but not +2 keen on
  a bludgeoning weapon). For the next 10 minutes after
  drawing the weapon from the sheathe the weapon gains
  the  designated  bonus  for  1  round  whenever  the  user
  activates a  ki ability. A weapon enhanced by a  monk’s
  sheathe does not need a +1 enhancement bonus to receive
  melee weapon special abilities. The enhancement bonus
  on the weapon and the enhancement bonus granted by
  the monk’s sheathe stack, but cannot exceed +5. A wielder
  may wrap part of his body in the monk's sheathe to gain
  the benefits to his unarmed strikes after unwrapping the
  sheathe.
  CONSTRUCTION REQUIREMENTS
  COST 5,000 GP
  Craft Wondrous Item, creator must be a monk
  Okashi of the Master
  PRICE
  2,000 GP
  SLOT  – 
  WEIGHT –
  AURA faint transmutation
  CL 5th
  These  delicate  chopsticks  are crafted from rose  wood.
  When held in hand the wielder is granted an additional
  use of Deflect Arrows and Snatch Arrows each round
  (provided the wielder has the respective feats). When the
  wielder uses a ki power, the okashi of the master are treated
  as if they were adamantine for 1 round. A hand that
  wields these chopsticks is still considered a free hand for
  the purposes of feats and effects.
  CONSTRUCTION REQUIREMENTS
  COST 1,000 GP
  Craft Wondrous Item, creator must be a monk 
  Ring of Pure Strikes
  PRICE
  6,000 GP
  SLOT ring 
  WEIGHT 1 lb.
  AURA moderate transmutation
  CL 8th
  This ring is fashioned from hardened bamboo. A subtle
  but visible glow envelope the hands of the wearer. The
  wearer’s unarmed strikes count as magic for the purposes
  of bypassing damage reduction and he may use unarmed
  strikes to make piercing or slashing attacks, as well as
  bludgeoning (chosen as a free action). A monk who wears
  a ring of pure strikes gains a +2 bonus to his effective
  level to determine what damage reduction his  ki strike
  can overcome.
  CONSTRUCTION REQUIREMENTS
  COST 3,000 GP
  Forge Ring, creator must be a monk
  Vengeful Bracers
  PRICE
  20,000 GP
  SLOT wrist 
  WEIGHT 1 lb.
  AURA strong transmutation
  CL 11th
  These bracers are made by winding chains that have been
  used to restrain a creature into wrist guards.  Vengeful
  bracers are keyed to a particular type of creature chosen
  from a ranger’s list of favored enemies. The bracers have
  no effect when initially worn; but when worn for at least
  24 hours by a monk, they grant the benefits of the bane
  flurry insight against the keyed creature type.
  CONSTRUCTION REQUIREMENTS
  COST 10,000 GP
  Craft Wondrous Item, creator must be a monk
  27
  
  Interaction with 
  Archetypes
  The intention of the monk presented in this text (referred
  to as “remade monk” in this section) is that – as a general
  rule – existing archetypes other than qinggong monk are
  discouraged in conjunction with the remade monk. This
  is  to  avoid  needing  to  resolve  balance  discrepancies
  between archetypes and the remade monk. Instead, the
  insights provided allow the re-creation of the majority
  archetypes – either mechanically (such as the zen archer
  insight) or by reinvention (such as the drunken master
  insight). 
  Nonetheless, should a GM allow her players to combine
  the remade monk with archetypes designed for the classic
  monk, then it is advised to use these guidelines:
  •
  Class abilities present in the remade monk 
  interact normally with archetype replacement 
  abilities. For example: drunken ki replaces still 
  mind (drunken master, APG).
  •
  Class abilities not present in the remade monk
  instead require forfeiting the insight gained at
  that level, or if no insight is gained at that level
  then  forfeiting  the  insight  gained  at  the
  preceding level. For example: drunken courage
  is gained at level 11, the remade monk gives up
  his  level  10  insight  instead  (drunken  master,
  APG).
  •
  Modification of the bonus feats a monk can take
  have  no  effect  on  a  remade  monk.  For  an
  example, see the zen archer (APG).
  •
  Bonus  feats replaced by an archetype instead
  replace the insight gained at the same level. For
  example:  unbalancing  counter  replaces  the
  insight gained at 2nd level (flowing monk, UC).
  •
  Archetypes that modify the flurry of blows class
  ability instead modify the flurry class ability of
  the remade monk. For example: flurry of blows
  of the zen archer archetype allows the use of a
  bow with the remade monk’s flurry class ability
  (APG).
  •
  Archetypes that replace the flurry of blows class
  ability instead replace the flurry class ability of
  the  remade  monk.  For  example:  flurry  of
  maneuvers  replaces  flurry  (maneuver  master,
  APG).
  •
  For  archetypes  that  replace  the  flurry  class
  ability  the  following  provision  is  made  with
  respect to insights: insights that have an effect
  while performing a flurry, instead have an effect
  when the replacement ability from the archetype
  is  used.  For  example:  flurry  of  maneuvers
  (maneuver master, UC) and advice (sensei, UC).
  •
  Special interaction with qinggong monk: the
  remade  monk  can  still  give  up  class  abilities
  such  as  slow  fall  and  timeless  body  for  the
  qinggong monk’s ki powers (UM). In addition to
  this, whenever the monk would gain an insight,
  he  may  instead  choose  a  qinggong  monk  ki
  power. The monk must be of sufficient level to
  select the ki power.
  28
  
  Suggested 
  Combinations
  There  are  many  possible  combinations  and  synergies
  between different insights and feats. This section explores
  some of the interesting interactions that are possible.
  Strike the gong &  twin dragon: the ability to add a
  bonus to attack and damage to one attack as a swift action
  is potent by itself. Twin dragon allows a monk to do it
  twice – better yet: a monk can use both swift actions to
  empower a single attack, or can instead power-up two
  separate attacks.
  Strike the gong & maneuvers: there are a variety of
  ways in which a monk can increase his combat presence
  with the use of combat maneuvers. The maneuver flurry
  insight  is  a  particularly  flexible  way  to  incorporate
  maneuvers  in  a  monk’s  fighting  style.  Although  the
  damage granted from strike the gong does not usually
  apply on maneuvers, the bonus granted to attack rolls can
  also be applied to maneuvers (as those require an attack
  roll). 
  Drunken master & step in the stream: drunken master
  is one of the most versatile insights available to a monk,
  even though it can be risky due to the penalties the monk
  suffers for using it. Combining drunken master with step
  in the stream is a potent way to increase the footprint
  available  to  drunken  master:  either  by  temporarily
  gaining an insight that acts as a prerequisite for a deep
  insight,  or  by  selecting  an  insight  that  increases  the
  potency of a deep insight. Consider these:
  •
  Bane flurry and bane mastery
  •
  Drunk  god  dances and  improved  drunk  god
  dances
  •
  Formless stance and improved formless stance
  •
  Pressure  point  flurry and  pressure  point
  versatility
  •
  Strike the gong and gong reverberates
  Focused insights: focused insights requires a number
  of other insights to really shine. In conjunction with just
  one synergistic insight it is somewhat lacklustre, but the
  more  insights  the  monk  possesses  that  benefit  from
  focused insights, the more the value of focused insights
  increases. A list of insights to consider in this regards:
  drunk god dances,  gong reverberates,  improved drunk
  god dances, improved iron body, iron body, song of stone
  and tree, and strike the gong.
  Ki waterfall & ki insights: the ki waterfall insight offers
  the biggest rewards when spending more  ki. There are
  not too many ways to conveniently control the number of
  ki points used, but both improved wholeness of body and
  ki mirror  of  the  skies are  effective  insights  to  use  in
  combination with ki waterfall.
  Ki waterfall &  twin dragon: one of the limitations of
  the  ki waterfall insight is that there are not that many
  convenient insights that allow the monk to control the
  amount of ki he is spending. An elegant solution around
  this is the twin dragon insight – by having 2 swift actions
  during a flurry a monk can cascade  ki use for the  ki
  waterfall insight.
  Water shatters stone & various attack insights: by itself
  water  shatters  stone  is  an  average  insight  –  but  it
  combines well with other insights that grant temporary or
  conditional attack bonuses. For example, strike the gong
  grants a large bonus to a single attack, thus increasing the
  likelihood of hitting and thereby increasing the bonus to
  attack and damage for all subsequent attacks. Similarly
  water shatters stone benefits from attacks that are granted
  a  conditional  bonus,  such  as  Stunning  Fist  attacks
  combined with the stun specialist insight. A particularly
  potent interaction exists with  aspect of the monkey: all
  maneuvers  use  the  monk’s  level  as  BAB  and  certain
  maneuvers can be used in place of regular attacks – such
  as disarm, sunder and trip. Performing such a maneuver
  as a flurry attack interacts with water shatters stone.
  Advice & ninja ki: ninja are akin to monk's in that they
  share  the  ki pool  class  feature  –  though  ninja  have
  completely  different
   ki 
  abilities.  A  multi-classed
  monk/ninja  can  utilize  the  ninja's  ki abilities  in
  conjunction with the advice insight. There are a number
  of ninja tricks that can be of great boon to a party (such as
  the shadow clone and vanishing tricks).
  Flawless mantra & unusual  ki powers: the ability to
  apply  advice to multiple allies at once can create some
  powerful options. For example:  jade fountain can keep
  allies alive that would otherwise die; meditation of beasts
  can  allow  a  whole  party  to  take  on  animal  form;
  improved fight without thought grants all allies bonus
  damage equal to the monk’s Wisdom modifier. Although
  the weapons allowed are limited,  ki mirror of the skies
  can grant all allies powerful bonuses in combat, such as
  the bane magic property.
  Elemental  mastery (air  or  earth)  &  endless  summer:
  several insights and innate monk abilities allow the monk
  to spend ki to gain a benefit for 1 round. The air and earth
  elemental  mastery  insight  is  a  particularly  potent
  example  of  this.  Such  abilities  and  insights  can  be
  improved significantly with the endless summer insight
  as it extends the duration of the benefit to 2 rounds.
  29
  
  Balance & Intentions
  Flurry vs flurry of blows: mechanically the new flurry
  ability can be considered a progression of natural attacks,
  starting with one at 1st level and reaching six at 20th level.
   Statistically,  given  the  same  bonus  to  attack  and
  damage,  the  flurry  and  flurry  of  blows  class  abilities
  achieve  almost  identical  expected  damage  per  round.
  With a slight edge in damage by the new flurry ability at
  20th level with the addition of the sixth attack (the sixth
  attack forms part of the capstone of the monk).
  Given that the flurry and flurry of blows class abilities
  have virtually identical expected damage per round, it
  begs the question  why introduce a new flurry mechanic?
  There are two primary reasons for this:
  •
  The flurry of blows mechanic is often referred to
  as a flurry of misses: it  grants  a great  many
  attacks, but a substantial number of these attacks
  are at a significant penalty that result in a large
  number of missed attacks – this in turn clouds
  the experience of the monk class as a class that
  has  trouble  landing  attacks  and  makes
  particularly the low iterative attacks of the flurry
  a chore rather than a pleasure. 
  In contrast, the new flurry mechanic averages
  the  same  number  of  successful  attacks  per
  round,  but  it  uses  a  smaller  pool  of  attacks,
  thereby  creating  the  impression  of  a  more
  competent combatant.
  Consider level 18 classic and remade monks. The
  classic monk  may  hit with 3 of his 7 attacks
  (about  a  42%  hit  rate);  whereas  the  remade
  monk hits 3 of his 5 attacks (a 60% hit rate).
  Although both achieve the same net damage, the
  remade monk is roughly 50% more successful –
  subjectively speaking – with his attacks 
  •
  Secondly, the new flurry mechanic is simple and
  elegant. It is both easy to determine how many
  attacks the new flurry mechanic grants at any
  level, and all share the same bonuses to attacks
  thereby streamlining combat.
  Power  of  insights:  the  classic  monk  possesses  a
  number of inherent class features that have been removed
  in the redesigned monk – maneuver training, high jump,
  wholeness  of body,  improved  evasion,  diamond  body,
  abundant step, diamond soul, empty body, as well as 6
  bonus feats. That means a total of 14 class features have
  been removed, which in turn have been replaced by 11
  insights.
   As all other class features of the monk remained the
  same (or in the case of the flurry ability have the same
  statistical behavior), the power level of the 11 insights is
  slightly elevated to compensate for the 14 class features
  displaced.
  The primary mechanic to achieve this balance is to
  have a large number of the insights scale favorably with
  increasing monk level. This rewards staying within the
  monk class, discourages dipping into the monk class, and
  allows  the  class  to  stay  relevant  and  enjoyable  at  all
  levels.
  Slower  start:  the  monk  presented  here  is  slightly
  weaker at very low levels compared to the classic monk.
  The reason is the lack of additional flurry attacks – where
  the remade monk has a single attack at level 1, the classic
  monk is fighting as if using Two-Weapon Fighting. Two
  design elements help to smooth the gap for the first few
  levels of the remade monk:
  •
  Insights  are  one  of  the  most  potent  tools  to
  define and shape the redesigned monk. Many of
  these  can  significantly  impact  the  style  and
  capabilities of the class. The monk is granted a
  first insight at level 1, and may gain additional
  insights with the Extra Insight feat.
  •
  The  monk’s  unarmed  damage  progression  is
  increased  slightly,  granting  increased  damage
  dice two levels earlier than the classic monk. The
  change in damage progression gives the monk a
  slightly better combat presence at early levels
  and also helps to spread the class features more
  evenly  (otherwise  a  great  number  of  class
  features would coincide at 4th level and every
  four levels after that).
  Multiple  attribute  dependency:  the  monk  class  is
  associated with multiple attribute dependency, that is to
  say  that  it  needs  high  scores  in  several  attributes
  (Strength,  Dexterity,  Constitution  and  Wisdom)  to
  function well in combat. Certain character concepts are
  prohibitively  difficult  to  achieve,  particularly  if  they
  require passable scores in Intelligence or Charisma  as
  well.
  The classic monk grants bonus feats that allow the
  monk  to  ignore  prerequisites.  This  allows  the  monk
  access to feats such as Improved Trip that are hard to get
  conventionally (as an Intelligence score of at least 13 is
  required for Improved maneuver feats). 
  The redesigned monk takes this a step further: there
  are  a  large  number  of  insights  that  subtly  or  overtly
  reduce  the  dependency  on  multiple  attributes.  This
  includes  combat  orientated  insights  such as  cat’s  paw
  strikes 
  and
   fight  without  thought,  insights  that
  circumvent prerequisites such as maneuver training and
  hollow sutra, and insights that shift what attributes are
  relevant for certain tasks, such as meditation of presence.
  30
  
  “Monk” feats: there are a number of feat types that are
  strongly associated with monks – monks are introspective
  and meditate, monks are experts at a variety of combat
  maneuvers, monks are masters of exotic styles of combat,
  and monks possess an abundance of a mysterious “ki”
  energy.
  To capture these stereotypes a number of insights exist
  that a monk may take any number of times:  extra  ki,
  maneuver  training,  meditation,  and  style  training.  Of
  these  four,  “maneuver  training”  deserves  special
  mention, as it allows a monk to take Improved maneuver
  feats without meeting the prerequisites of those feats.
  Mobility discussion: a traditional complaint leveraged
  against the classic monk is one of anti-synergy. On the
  one hand the class is touted as highly mobile; while on
  the other hand his strongest combat feature, the flurry of
  blows, requires him not to move. 
  The monk presented in this text does not dispose of
  this problem, but does offer several insights that address
  this shortfall. There are a number of insights that grant
  the monk mobility in conjunction with the flurry class
  ability – albeit the insights have limitations of their own:
  •
  Between the reeds: grants additional 5 ft steps
  while performing a flurry. Can be enhanced with
  the whisper step insight.
  •
  Divine wind: may perform a flurry at the end of
  a  charge.  The  monk’s  level  is  halved  for  the
  purpose of determining how many attacks the
  flurry class ability grants.
  •
  Embrace the cycle: a monk is always considered
  to  perform a  flurry;  this  allows  a  number of
  insights and ki abilities to apply in all situations
  –  even  when  using  the  withdraw  action  or
  drinking a potion. (Thus it is possible to gain an
  extra attack by spending 1 ki, and the ability to
  take an extra attack against certain enemies due
  to the bane flurry insight).
  •
  Hand of oni: circumvents the need for mobility
  by granting  the  monk’s  unarmed  strike  reach
  when performing a flurry. Has a  ki activation
  cost and can be enhanced with the demon king
  insight and the physical projection favored class
  bonus.
  •
  Monkey foot: may move half speed as part of a
  flurry.
  •
  One touch: may move up to speed and perform
  a  single  Vital  Strike  at  any  point  during  the
  movement.
  •
  Shadow  fist:  may  perform  flurry  attacks
  anywhere within a 60 ft radius. Very high level
  ability that has a ki activation cost.
  Deep  insights:  the  design  of  insights  led  to  the
  realization  that  some  insights  were  markedly  more
  powerful than others. To offer a vehicle by which such
  insights can be controlled the concept of “deep insights”
  was created. A monk may know any number of such
  insights, but may only use a limited number of them at
  any given time.
  At first level only one such insight is available, but
  there are several ways in which the monk can increase the
  number of deep insights he may use:
  •
  Natural level progression grants an additional
  deep insight at levels 8 and 16.
  •
  The  contemplation without limit insight grants
  an additional deep insight.
  •
  The drunken master insight grants a temporary
  deep insight.
  •
  The  glimpse  of  understanding favored  class
  bonus  grants  an  additional  deep  insight  for
  limited rounds a day.
  •
  Although it is not intended for monks, any class
  (including monks) can use Thought Made Flesh
  to use a deep insight for a limited duration.
  Monk level and insights: a number of insights rely on
  monk level to determine their effects. For example, stun
  specialist allows the monk to use his monk level as base
  attack  bonus  when  making  Stunning  Fist  attacks.
  Furthermore there are insights, items, feats and favored
  class bonuses that manipulate the monk’s effective level.
   For  example,  the  enlightenment insight  raises  the
  monk’s effective level by at least 1. This increase acts on
  all insights that the monk possesses that make use of
  monk level, thus a monk with the stun specialist insight
  can raise his bonus to attack with Stunning Fist attacks by
  taking the enlightenment insight.
  Likewise, a monk with the prodigy of battle insight can
  meet the base attack bonus prerequisites of feats earlier in
  conjunction with effects that increase his effective monk
  level such as the enlightenment insight.
  Whenever it matters, the order of effects that modify
  monk level is determined by more-general first, more-
  specific second; and multiplicative first, additive second.
  For example, consider a level 11 monk with the  divine
  wind and  enlightenment insights,  that  also  wears  a
  ceremonial sash keyed to divine wind. His effective flurry
  level when charging is given as: 
  (11 + 1 enlightenment) / 2 divine wind + 2 ceremonial sash
  for a net result of 8.
  Ki attacks: one of the most basic abilities granted by
  the ki pool class power is the ability to gain an additional
  attack when performing a flurry or full-round attack by
  spending  ki. This ability persists even when the monk
  31
  
  uses insights that modify the behavior of his flurry. For
  example, when using the embrace the cycle, one touch or
  typhoon dance insights the monk can still spend 1 ki as a
  swift action to gain an additional attack at his highest
  base attack bonus. Similarly for insights such as  bane
  flurry, the monk is granted an additional attack against
  favored enemies when flurrying regardless of the form
  his flurry takes.
  Bands of battle & amulets of mighty fists: the magic
  item section includes a new wondrous item bands of battle.
  These are very similar to  amulets of mighty fists, though
  they  make  use  of  different  body  slots,  only  enhance
  unarmed strikes, and can stack with an amulet of mighty
  fists under certain conditions.
  This begs the question: why? To explain, consider that
  according to the Pathfinder rules a monk may use the
  flurry of blows class ability with a single weapon, or
  unarmed strikes, or any combination thereof. This is great
  for single weapons, as a +1 weapon costs only 2,000 gp
  and a +5 weapon is 50,000 gp. However, unarmed strikes
  are improved by the amulet of mighty fists, which is costed
  around two-weapon fighting (in other words it starts at
  4,000 gp for a +1 bonus and grows to 100,000 gp for a +5
  bonus). Additionally the amulet of mighty fists is capped at
  a +5 bonus  or equivalent, whereas  a weapon may be
  enchanted up to a +10 bonus or equivalent.
  The reason for the high cost of an amulet of mighty fists
  is that it was designed not with humanoid characters in
  mind, but with monstrous creatures that may have a very
  large number of natural attacks. Consider for example the
  mighty kraken (B1): on a single full-round attack it can
  use 2 arms, 8 tentacles, and 1 bite – all of which are
  enhanced by a single  amulet of mighty fists. Costing the
  amulet more expensively makes sense in the light of such
  creatures – but conversely the monk, who has to use the
  same item to improve his unarmed attacks, is at a clear
  disadvantage.
  The design challenge in this case is finding a way to
  provide  a  similar  cost-for-enhancement  to  unarmed
  strikes as for normal weapons, while at the same time not
  exasperating the problem of high-number natural attacks.
  The solution presented here is to have an item similar to
  the  amulets of mighty fists, but allow the effects to stack.
  The net result is that it is possible for the monk and ninja
  (and other classes/creatures with a  ki pool) to enhance
  their unarmed strikes up to a +10 modified bonus while
  paying roughly the same as for single weapons.
  32
  
  Insight Reference
  Requires
  Insight
  Enables
  Abundant step
  abundant time
  shadow fist
  abundant step
  Abundant time
  shadow fist
  Accurate self
  sage
  sensei
  Advice
  flawless mantra
  improved advice
  advice
  sage
  sensei
  Advice, improved
  faster movement
  high jump
  Afterimage
  Ancestral guidance
  Aspect of the monkey
  Aspect of the snake
  Aspect of the tiger
  meditation of 
  presence
  Asura curse
  Bane flurry
  bane mastery
  bane flurry
  Bane mastery
  Bend in the wind
  one touch
  Between the reeds
  whisper step
  Cat's paw strikes 
  cat's tail 
  cat turns tiger
  cat's paw strikes
  Cat's tail
  cat's paw strikes
  Cat turns tiger
  Chaos rebuked
  improved chaos
  rebuked
  chaos rebuked
  Chaos rebuked, 
  improved
  high jump
  Cloud leap
  march of divine 
  generals
  Combat clarity
  Combat training
  meditation
  Contemplation in the 
  flesh
  Contemplation 
  without limit
  kyton pact
  Crimson clarity
  maneuver training
  Defensive maneuver 
  training
  hand of oni
  Demon king
  Diamond body
  Diamond soul
  improved diamond 
  soul
  diamond soul
  Diamond soul, 
  improved
  faster movement
  Divine wind
  Drunk god dances
  improved drunk god
  danced
  drunk god dances
  Drunk god dances, 
  improved
  Drunken master
  Dry in the rain
  Edge walker
  meditation
  Elemental awakening
  elemental force
  elemental mastery
  prohibited elemental 
  arts
  elemental 
  awakening
  meditation
  Elemental force
  elemental mastery
  prohibited elemental 
  arts
  elemental 
  awakening
  elemental force
  meditation
  Elemental mastery
  prohibited elemental 
  arts
  meditation
  Embrace the cycle
  Empty body
  Endless summer
  Enhanced ki strike
  ki mirror of the skies
  meditation
  serenity
  Enlightenment
  Evasion, improved
  Extra ki
  Faster movement
  afterimage
  divine wind
  sage
  Fight without thought
  improved fight 
  without thought
  fight without 
  thought
  sage
  Fight without 
  thought, 
  improved
  meditation of beasts
  Five beast emperors
  Fist of devas
  reach of heavenly 
  kings
  advice
  sage
  sensei
  Flawless mantra
  Focused insights
  Formless stance
  improved formless 
  stance
  formless stance
  Formless stance, 
  improved
  Frozen blood
  soul eruption
  strike the gong
  Gong reverberates
  Guiding flurry
  Hand of oni
  demon king
  33
  
  meditation
  wholeness of body
  Heavenly way
  Herbal remedies
  High jump
  afterimage
  cloud leap
  high tumble
  march of divine 
  generals
  monkey foot
  high jump
  High tumble
  monkey foot
  Hollow sutra
  kitsune trickery
  meditation
  Inner peace
  Iron body
  improved iron body
  iron body
  Iron body, improved
  wholeness of body
  Jade fountain
  kyton pact
  Just a dream
  enhanced ki strike
  one fist thousand 
  forms
  Ki mirror of the skies
  Ki waterfall
  hollow sutra
  Kitsune trickery
  Kyton pact
  crimson clarity
  just a dream
  pain's edge
  pain's limit
  maneuver training
  Maneuver flurry
  maneuver training
  Maneuver mastery
  Maneuver training
  defensive maneuver 
  training
  maneuver flurry
  maneuver mastery
  Mantis rages
  Mantle of the world
  cloud leap
  high jump
  March of divine 
  generals
  Martial training
  Meditation
  contemplation in the 
  flesh
  elemental awakening
  elemental force
  elemental mastery
  embrace the cycle
  enlightenment
  heavenly way
  inner peace
  monastic training
  prohibited elemental 
  arts
  prudence
  reach of heavenly 
  kings
  step in the stream
  Meditation of beasts
  five beast emperors
  Meditation of fire
  Meditation of 
  presence
  asura curse
  improved 
  overwhelming 
  spirit
  overwhelming spirit
  Midnight lock
  meditation
  Monastic training
  Monkey's ambition
  storm spirit
  versatile flurry
  high jump
  high tumble
  Monkey foot
  One fist thousand 
  forms
  ki mirror of the skies
  one touch
  spirit in slumber
  meditation of 
  presence
  Overwhelming spirit
  improved 
  overwhelming 
  spirit
  thread in the tapestry
  meditation of 
  presence
  overwhelming spirit
  Overwhelming spirit, 
  improved
  kyton pact
  Pain's edge
  kyton pact
  Pain's limit
  Pressure point flurry
  pressure point 
  versatility
  pressure point flurry
  Pressure point 
  versatility
  Prodigy of Battle
  elemental 
  awakening
  elemental force
  elemental mastery
  meditation
  Prohibited elemental 
  arts
  meditation
  Prudence
  fist of devas
  meditation
  Reach of heavenly 
  kings
  Roaring lion hidden 
  viper
  spirit in slumber
  Sage
  advice
  fight without 
  thought
  flawless mantra
  improved advice
  improved fight 
  without thought
  song of stone and 
  tree
  transcendence
  Seal
  Sensei
  advice
  flawless mantra
  improved advice
  Serenity
  enlightenment
  study of perfection
  Seven-limbed god
  abundant step
  abundant time
  Shadow fist
  Skilled
  34
  
  Sleepless master
  sage
  Song of stone and tree
  Sonic shout
  sonic roar
  sonic shout
  Sonic roar
  frozen blood
  Soul eruption
  Spectral flurry
  Spirit in all things
  one fist thousand 
  forms
  roaring lion hidden 
  viper
  Spirit in slumber
  meditation
  Step in the stream
  monkey's ambition
  Storm spirit
  Strike the gong
  gong reverberates
  serenity
  Study of perfection
  Stun specialist
  two thunders
  Style training
  formless stance
  Style mastery
  meditation of 
  presence
  overwhelming spirit
  Thread in the tapestry
  Transcendence
  seal
  improved 
  transcendence
  Transcendence
  Transcendence, 
  improved
  Twin dragon
  stun specialist
  Two thunders
  Typhoon dance
  Versatile flurry
  Void fist
  Vow of poverty
  Water shatters stone
  Well voiced
  Wholeness of body
  heavenly way
  improved wholeness 
  of body
  jade fountain
  between the reeds
  Whisper step
  Wilderness adept
  Zen archer
  35
  
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc;
  Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder  Roleplaying  Game  Core  Rulebook  ©  2009,  Paizo
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  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland,
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Monk Unfettered. © 2014; Author: Henri Hakl. 
  36
  
  Credits
  Henri Hakl (author)
  Henri was born, raised and currently lives in southern Africa. He studied at the University of
  Stellenbosch and holds postgraduate degrees in applied mathematics and computer science.
  Although his field of study centred on computer vision and real-time graphics rendering, he
  earns his living as a software engineer for the hospitality industry. Henri enjoys roleplaying
  games and has a penchant for melee characters, especially monks - who he may like a bit too
  much. He hopes that his passion for the subject comes through in Monk Unfettered and can
  capture the imagination of readers and players.
  Hamed Talebany (artist)
  Hamed was born in Shiraz, Iran, though currently lives in Glasgow, Scotland. He studied
  visual arts culminating in a bachelor's degree in graphic design from Azad University in
  Tehran. Hamed possesses extensive experience in most forms of visual art and has taught
  drawing skills, anatomy for artists, as well as character design. Currently he is a professional
  freelancer and welcomes requests for commissions (http://hamex.deviantart.com/). 
  Daoyi Liu (artist)
  Daoyi Liu was born in China, but grew up in Johannesburg, South Africa. She studied digital
  animation in Cape Town before discovering digital art for herself and extending her skills
  through self-study. She currently works as a graphics artist at an advertising company in
  Cape Town. (http://daoyiliu.deviantart.com/)
  Cassey Toi (editor)
  Cassey really hates writing miniature bios. Born, raised, and now raising a son in Cape
  Town; she's a stay-at-home mom by day, and a work-at-home freelance editor by night.
  (cassey.toi@gmail.com)
  And additional credits go to a whole group of friends who've been ever so patient with my monk work. Always willing
  to lend an ear and act as sounding board for ideas and balance discussions: Jerall and Cassey Toi, Isabel Basson, Jean
  Marais, Herc du Preez, Juandré Mellet, Willem Pienaar and Emma Gernetzky. Where things are great in the Monk
  Unfettered, it is their hand that guides it – where there is a problem... well that was just me.
  37
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Henry Hakl - Monk Unfettered.pdf