Way of the Moons Monk
Way of the Moons Monk
Role: Mobile striker and controller: unarmed, fast, lots of attacks, battlefield footwork.
Key chassis changes from PF1 core monk:
- Keeps: d8 HD, 3/4 BAB, good saves, Flurry‑style extra attacks, unarmed strike scaling, fast movement, ki pool.
- Adds: Combat Stances as a central feature.
- Focuses: Clear control tools (sweeps, trips, throws) as talents.
Class Basics
Hit Die: d8
Alignment: Any non‑chaotic by default (you can relax this if you like).
Skill Ranks per Level: 4 + Int modifier
Class Skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), Swim (Str).
Weapon & Armor Proficiency:
- Simple weapons, plus: kama, nunchaku, sai, shuriken, siangham, quarterstaff, temple sword, tonfa, bo staff (treat as quarterstaff if you don’t want a new statblock).
- No armor or shields.
- When in armor or carrying a medium/heavy load, you lose fast movement, stance benefits, and some class features (like core monk).
Class Table: Way of the Moons Monk
| Level | BAB | Fort | Ref | Will | Special | Unarmed | AC Bonus | Fast Move |
|---|---|---|---|---|---|---|---|---|
| 1 | +0 | +2 | +2 | +2 | Unarmed Strike, Flurry of Blows, AC Bonus, Fast Movement, Combat Stance, Lunar Discipline | 1d6 | +0 | +10 ft |
| 2 | +1 | +3 | +3 | +3 | Evasion, Ki Pool | 1d6 | +0 | +10 ft |
| 3 | +2 | +3 | +3 | +3 | Combat Style Technique | 1d6 | +1 | +10 ft |
| 4 | +3 | +4 | +4 | +4 | Ki Power | 1d8 | +1 | +20 ft |
| 5 | +3 | +4 | +4 | +4 | High Jump, Stance Mastery (2 stances) | 1d8 | +1 | +20 ft |
| 6 | +4 | +5 | +5 | +5 | Combat Style Technique | 1d8 | +2 | +20 ft |
| 7 | +5 | +5 | +5 | +5 | Wholeness of Body | 1d8 | +2 | +30 ft |
| 8 | +6/+1 | +6 | +6 | +6 | Ki Power | 1d10 | +2 | +30 ft |
| 9 | +6/+1 | +6 | +6 | +6 | Improved Evasion | 1d10 | +3 | +30 ft |
| 10 | +7/+2 | +7 | +7 | +7 | Combat Style Technique, Stance Mastery (3 stances) | 1d10 | +3 | +40 ft |
| 11 | +8/+3 | +7 | +7 | +7 | Diamond Body | 1d10 | +3 | +40 ft |
| 12 | +9/+4 | +8 | +8 | +8 | Ki Power | 2d6 | +4 | +40 ft |
| 13 | +9/+4 | +8 | +8 | +8 | Combat Style Technique | 2d6 | +4 | +50 ft |
| 14 | +10/+5 | +9 | +9 | +9 | Diamond Soul | 2d6 | +4 | +50 ft |
| 15 | +11/+6/+1 | +9 | +9 | +9 | Stance Mastery (4 stances) | 2d6 | +5 | +50 ft |
| 16 | +12/+7/+2 | +10 | +10 | +10 | Ki Power | 2d8 | +5 | +60 ft |
| 17 | +12/+7/+2 | +10 | +10 | +10 | Timeless Body, Tongue of the Sun and Moon | 2d8 | +5 | +60 ft |
| 18 | +13/+8/+3 | +11 | +11 | +11 | Combat Style Technique | 2d8 | +6 | +60 ft |
| 19 | +14/+9/+4 | +11 | +11 | +11 | Empty Body | 2d8 | +6 | +70 ft |
| 20 | +15/+10/+5 | +12 | +12 | +12 | Perfect Self, Stance Mastery (5 stances) | 2d10 | +6 | +70 ft |
Values for AC bonus/unarmed/fast movement are essentially PF1 monk; adjust as needed.
Key Features
Unarmed Strike, Flurry, AC Bonus, Fast Movement
As PF1 Monk, with one clarification:
- Flurry of Blows: Full‑attack with monk weapons/unarmed, using full BAB, gaining extra attacks as monk. You can keep PF1 text.
Lunar Discipline (Ex) – 1st
Choose a primary discipline at 1st level:
- Flowing Gale – speed, mobility, evasion.
- Iron Nerve – control, grapples, pressure points.
- Weapon Moon – monk weapons, stance‑weapon synergy.
This discipline:
- Grants one bonus stance known (see Stances below).
- Acts as a prerequisite for some Combat Style Techniques and Ki Powers.
(Your three archetypes will map neatly to these, but you can let any base monk pick any discipline.)
Combat Stance (Ex) – 1st
You learn 1 stance at 1st level, plus your discipline bonus stance.
- You can assume a stance as a swift action.
- You can only be in one stance at a time.
- You can change stance as a swift action each round.
- Stances usually require you to not wear armor or shields.
You gain additional stance slots via Stance Mastery; see below for specific stances.
Ki Pool (Su) – 2nd
As PF1 monk, but slightly generalized:
- Ki points = ½ monk level + Wis modifier (min 1).
- Spend 1 ki to:
- Gain an extra attack in Flurry (as core monk).
- Increase speed by +20 ft for 1 round.
- Gain +4 dodge to AC for 1 round.
- Fuel Ki Powers and some stance boosts.
Combat Style Technique (Ex/Su) – 3rd, 6th, 10th, 13th, 18th
Like Rogue Talents or Slayer Talents but martial arts–themed.
- At each of these levels, choose one Technique from a list:
- Flowing Gale techniques (mobility, drunken style, avoidance).
- Iron Nerve techniques (locks, stuns, pressure points).
- Weapon Moon techniques (weapon tricks, disarms, flurries with weapons).
- A few Universal techniques.
Archetypes will restrict or alter which lists you use.
Ki Powers – 4th, 8th, 12th, 16th
At these levels, pick from a list of Ki Powers (shorter, stronger abilities) – advanced techniques like air steps, ghost form, etc. They cost ki to use. You can also just crib PF1 monk ki powers if you want.
Stance Mastery (Ex) – 5th, 10th, 15th, 20th
You expand your stance repertoire.
- 5th: You may know up to 2 stances + your discipline bonus stance.
- 10th: Up to 3 stances + bonus stance.
- 15th: Up to 4 stances + bonus stance.
- 20th: Up to 5 stances + bonus stance.
You don’t automatically gain a stance at each tier; instead, any time you gain a Combat Style Technique or Ki Power, you may swap that pick to learn a new stance instead (or have a few techniques explicitly be “learn a stance”). For simplicity at the table, you can say:
- At 1, 5, 10, 15, 20 you may learn a new stance (if you qualify), up to your cap.
Everything else (High Jump, Wholeness of Body, Diamond Body, etc.) can follow PF1 monk text, unless you want to revise them later.
2. Martial Arts Combat Stances
Here are several ready‑to‑use stances. You can tag each with a discipline:
- Flowing – mobility / avoidance
- Iron – control, locks, sweeps
- Weapon – weapon‑focused
- Universal – open to any
2.1 Flowing Gale Stances (Mobility / Avoidance)
Flowing River Stance Flowing
Requirements: Monk 1
- You gain a +2 dodge bonus to AC against attacks of opportunity provoked by your movement.
- When you move at least 10 ft on your turn, you gain a +2 bonus on Acrobatics checks until the start of your next turn.
- At 8th level, the dodge bonus becomes +3.
Drunken Gale Stance Flowing
Requirements: Monk 5, Flowing discipline or Drunken archetype
You adopt a swaying, unpredictable posture.
- You gain a +10 ft enhancement bonus to movement.
- Melee attacks against you have a 10% miss chance (concealment) if you moved at least 10 ft this round.
- Once per round, when an enemy misses you in melee, you may take a 5‑ft step as an immediate action (this does not count against your normal 5‑ft step).
At 12th level, the miss chance increases to 20%.
Moon‑Step Stance Flowing
Requirements: Monk 9
- You ignore the first 10 ft of falling distance each round.
- You treat difficult terrain as normal terrain for movement.
- By spending 1 ki as a swift action, you may move 5 ft without provoking attacks of opportunity (this can stack with your normal movement).
2.2 Iron Nerve Stances (Control / Lockdown)
Rooted Mountain Stance Iron
Requirements: Monk 1
- You gain a +2 bonus to CMD vs. bull rush, trip, overrun, and reposition.
- When you make a trip attempt, you gain a +1 bonus on the CMB roll.
At 8th level, the CMD bonus becomes +4 and the trip bonus +2.
Coiled Serpent Stance Iron
Requirements: Monk 5, Iron discipline or Controller archetype
- You gain a +2 bonus on attack rolls and CMB when attempting grapples, pins, or reposition maneuvers.
- Creatures you successfully grapple or pin treat all squares adjacent to you as difficult terrain (representing painful joint locks and forced positioning).
- Once per round, when a creature fails to break free of your grapple, you can deal unarmed strike damage as a free action.
Nerve‑Strike Stance Iron
Requirements: Monk 9
- When you deal unarmed strike damage to a creature, you may choose to reduce your damage by 1 die (e.g., 2d6 → 1d6) to apply one of:
- –2 penalty on attack rolls for 1 round
- –10 ft penalty to movement speed for 1 round
- –2 penalty to Reflex saves for 1 round
A successful Fortitude save (DC 10 + ½ monk level + Wis mod) negates the secondary effect (damage still applies).
You may only apply one such penalty to a creature at a time.
2.3 Weapon Moon Stances (Weapons)
Crescent Blade Stance Weapon
Requirements: Monk 1
While wielding a monk weapon (kama, nunchaku, sai, quarterstaff, etc.):
- You gain a +1 bonus on attack rolls with that weapon.
- You may treat that weapon as unarmed for the purposes of monk abilities (flurry, ki strike, etc.).
At 10th level, the attack bonus becomes +2.
Twin Moon Stance Weapon
Requirements: Monk 5, Weapon discipline or Weapon Adept archetype
While wielding two monk weapons or a double monk weapon:
- When you use Flurry of Blows, you may treat one additional attack as coming from your off‑hand; that attack gains a +2 bonus to hit, but –2 damage.
- When using Combat Expertise or fighting defensively, your shield bonus from fighting defensively (or dodge bonus, if you use that interpretation) increases by +1.
Piercing Comet Stance Weapon
Requirements: Monk 9
While wielding a polearm or staff‑type monk weapon (quarterstaff, bo staff, temple sword if you allow it):
- You gain +5 ft reach for attacks of opportunity only (no reach increase on your own turn).
- Once per round, when a creature enters your threatened area, you may make an attack of opportunity; if you hit, the target’s movement speed is reduced by 10 ft until the start of its next turn.
2.4 Universal Stances
Falling Leaf Stance Universal
Requirements: Monk 1
- You gain a +2 bonus on Acrobatics checks to jump and reduce fall damage by 10 ft.
- When you successfully trip a foe, you may move 5 ft as a free action (does not provoke), representing a flowing follow‑through.
Silent Moon Stance Universal
Requirements: Monk 5
- You gain a +4 bonus on Stealth checks.
- As long as you move no more than half your speed, you take no penalty on Stealth for movement.
At 12th level, you can move your full speed without taking a penalty to Stealth.
3. Archetypes / Subclasses
Each archetype is built on the Way of the Moons Monk. They mostly alter:
- Starting discipline & stance access
- Which Combat Style Techniques they can choose
- A few class features (like Wholeness of Body) to fit theme
3.1 Drunken Gale Adept (High Mobility / Avoidance)
A wandering brawler who fights with erratic, deceptive motion and “drunken” missteps. Think high mobility, damage mitigation via not being there.
Core Changes:
- Discipline: Automatically takes Flowing Gale as Lunar Discipline.
- Gains Drunken Defense and enhanced movement.
- Trades some traditional monk self‑heal for more mobility and avoidance.
1st – Swaying Drunkard (Ex)
- You gain a +2 bonus on Acrobatics checks to move through threatened squares.
- When you take the total defense action, you may still move up to half your speed.
Replaces nothing; this is additive but marks archetype flavor.
1st – Drunken Gale Stance as Bonus Stance
At 1st level, you know Flowing River Stance and may treat Drunken Gale Stance as if you met its level requirement, but:
- Its miss chance is 10% until you reach 5th level (then it uses full text).
Replaces the bonus discipline stance from Lunar Discipline.
3rd – Liquid Footwork (Ex)
Whenever you spend 1 ki to increase your speed, you also gain:
- +2 dodge bonus to AC vs. melee attacks until the start of your next turn.
Replaces the 3rd‑level Combat Style Technique (you still get later ones).
7th – Drunken Recovery (Ex)
You may use a ki point to:
- Re‑roll a failed Reflex save or Acrobatics check once per round.
You must take the second result.
You can do this up to Wis modifier times per day (min 1).
Replaces Wholeness of Body.
11th – Rolling Escape (Ex)
Once per round, when an attack misses you in melee:
- You may move 5 ft as a free action (no AoO).
- If you are in Drunken Gale Stance, this can instead be 10 ft, but you must end at least 5 ft away from your original square.
Replaces the 11th‑level Combat Style Technique.
3.2 Iron Nerve Controller (Pressure Points / Lockdown)
A control‑focused monk who uses joint locks, throws, and nerve strikes to disable enemies.
Core Changes:
- Discipline: Must choose Iron Nerve at 1st.
- Gains better grapple/trip/lock tools.
- Trades some mobility for stronger control.
1st – Joint‑Breaker (Ex)
- You gain a +2 bonus on CMB and CMD for grapples and trips.
- If you succeed on a trip by 5 or more, you may choose to also impose a –2 penalty on the target’s attack rolls for 1 round.
Replaces nothing; additive.
1st – Rooted Mountain Stance as Bonus Stance
You automatically learn Rooted Mountain Stance at 1st level in addition to your normal 1st‑level stance.
This replaces the discipline bonus stance from Lunar Discipline.
3rd – Lockdown Technique (Ex)
You gain one of the following for free (choose at 3rd):
- Knee Crank: When you successfully trip a foe, they must make a Fort save (DC 10 + ½ monk + Wis) or have their speed reduced by 10 ft for 1d4 rounds.
- Spinal Pin: When you successfully pin a foe in a grapple, they are also sickened for as long as they remain pinned and 1 round thereafter.
Replaces the 3rd‑level Combat Style Technique.
7th – Pressure Point Mastery (Ex)
When you hit with an unarmed strike as part of a flurry, you can choose one of these instead of 1 die of damage:
- Target is staggered for 1 round (Fort negates).
- Target’s Dexterity is reduced by 2 for 1 round (no stacking; Fort negates).
DC = 10 + ½ monk level + Wis mod.
Replaces Wholeness of Body.
11th – Stand Still of the Moon (Ex)
Once per round, when a creature you threaten attempts to move out of a square you threaten (including 5‑ft steps), you can attempt a trip or grapple as an attack of opportunity instead of a normal attack.
If successful, their movement is halted.
Replaces the 11th‑level Combat Style Technique.
3.3 Moon‑Weapon Adept (Weapon Master Variant)
A monk who blends hand‑to‑hand with iconic monk weapons, each weapon unlocking special tricks.
Core Changes:
- Discipline: Must choose Weapon Moon at 1st.
- Gains weapon stances, bonus weapon tricks.
- Loses some unarmed‑only benefits in exchange.
1st – Weapon Savant (Ex)
- Choose two monk weapons (e.g., kama & nunchaku).
- You gain a +1 bonus on attack rolls with those weapons.
- They are always treated as monk weapons for your abilities, including flurry and ki.
At 6th level and every 6 levels thereafter, choose one additional monk weapon to gain this benefit.
Replaces nothing; additive.
1st – Crescent Blade Stance as Bonus Stance
You automatically know Crescent Blade Stance at 1st level.
Replaces the discipline bonus stance from Lunar Discipline.
3rd – Weapon Trick (Ex)
Choose one Weapon Trick tied to your chosen weapons. Examples:
- Chain Snare (nunchaku / sai):
When you hit with these, you may attempt a disarm or trip as a free action with a +2 bonus (does not provoke). - Hooked Draw (kama):
When a foe moves adjacent to you, you may make an attack of opportunity with your kama; on a hit, you can 5‑ft step them into any other adjacent square (reposition lite). - Quarterstaff Whirl (staff/bo):
When you take a full defense action, you may still make one attack at your highest bonus with your staff; until your next turn you gain +1 dodge AC per staff attack that missed you (max +3).
You can add more tricks as needed.
Replaces the 3rd‑level Combat Style Technique.
7th – Flowing Arsenal (Ex)
When you begin your turn unarmed or with a different monk weapon, you may draw or swap to any monk weapon you carry as a free action. This can be done once per round.
Additionally, the first time each round you change weapons, you gain a +1 bonus on your next attack roll that round.
Replaces Wholeness of Body.
11th – Perfect Form (Ex)
Once per round, when you hit a foe with a monk weapon attack while in a Weapon stance (Crescent Blade, Twin Moon, Piercing Comet, etc.), you may:
- Apply one unarmed strike rider effect you have (trip, disarm, or a pressure‑point effect from a Technique) as if it were an unarmed strike.
Replaces the 11th‑level Combat Style Technique.
Flowing Gale Techniques (Mobility / Avoidance)
These assume a lightly armored, high‑mobility style. Many combo with Flowing River, Drunken Gale, or Moon‑Step stances.
Flowing Footwork
Req: Monk 3, any Flowing stance
When you move at least 10 ft on your turn:
- You gain a +1 dodge bonus to AC until the start of your next turn.
At 9th level, this increases to +2.
This stacks with other dodge bonuses.
Gale Rush
Req: Monk 3
When you use a charge action:
- You may charge in a zig‑zag pattern, as long as the total distance is in a straight‑line equivalent (GM adjudication: you must end farther from your start and you can’t double back).
- You gain a +2 bonus on Acrobatics checks to move through threatened squares during that charge.
At 11th level, once per day, you may charge across difficult terrain without penalty.
Evasive Step
Req: Monk 3
Once per round, when a ranged attack is made against you:
- You may spend 1 ki as an immediate action to gain +4 dodge bonus to AC vs. that attack.
If you are in a Flowing or Drunken stance and you were not flat‑footed, you may also move 5 ft after the attack resolves (no AoO).
Drunkard’s Lurch
Req: Monk 6, Drunken Gale Stance or Drunken Gale Adept archetype
Your erratic movement throws off enemy timing.
- When you take a 5‑ft step, you may instead move 10 ft; this still counts as a 5‑ft step (no AoO), as long as the path is clear and you don’t move through an enemy’s square.
- Once per round, when you provoke an attack of opportunity due to movement, you may add your Wis modifier (min +1) as a dodge bonus to AC vs. that one attack.
Whirling Draw
Req: Monk 6, Flowing River or Crescent Blade stance
You can combine drawing a weapon with a fluid motion.
- When you draw a monk weapon as part of movement, you may make a single attack with that weapon at your highest base attack bonus at the end of that movement (this counts as your attack for the round if you don’t have a full attack available).
- If you already had the weapon drawn, you instead gain a +2 bonus on your first attack roll that round if you moved at least 10 ft.
Moon‑Skipping Step
Req: Monk 10, Moon‑Step stance or Flowing discipline
You can “skip” through small gaps.
- You may move through enemy‑occupied squares as if they were difficult terrain, as long as the creature is no more than one size category larger than you.
- If you move through a foe’s square and do not attack them this round, you gain a +2 dodge bonus to AC vs. that foe’s attacks until your next turn.
Gale Reversal
Req: Monk 13, Evasion
Once per round, when you succeed on a Reflex save that normally halves damage:
- You may spend 1 ki to instead take no damage (as Evasion), and
- Move up to 10 ft as an immediate action (no AoO) after the effect resolves.
If you are already benefiting from Improved Evasion, you also gain +2 on your next attack roll made before the end of your next turn.
2. Iron Nerve Techniques (Control / Lockdown)
These emphasize trips, grapples, pins, pressure‑point debuffs.
Sweeping Leg
Req: Monk 3
You are especially adept at leg sweeps.
- You gain a +2 bonus on trip attempts made with unarmed strikes.
- When you successfully trip a foe, you may immediately deal unarmed strike damage to that foe as a free action.
If you are in Rooted Mountain or Falling Leaf stance, add your Wis modifier (min +1) as a bonus on the trip CMB.
Clinch Fighter
Req: Monk 3
You are comfortable fighting in close.
- You do not take the usual –4 penalty on attack rolls for making attacks with light or unarmed weapons while grappling.
- When you maintain a grapple as a standard action, you may also make one additional unarmed strike at your highest base attack bonus against the grappled target.
Iron Grip Throw
Req: Monk 6, Sweeping Leg or Clinch Fighter
You blend throws with grapples.
- When you succeed on a grapple check to move or reposition a foe, you may choose to throw them instead:
- You move them to any square adjacent to you and they must succeed at a Reflex save (DC 10 + ½ monk level + Wis mod) or be knocked prone.
- If they hit a solid obstacle during this movement (wall, pillar), they take 1d6 nonlethal damage.
Nerve Cluster Strike
Req: Monk 6, Nerve‑Strike stance or Iron discipline
You know where to hit to cause momentary paralysis.
- Once per round, when you hit with an unarmed strike as part of a flurry, you may forgo 1 die of damage to attempt a stunning nerve strike:
- Target must succeed at a Fortitude save (DC 10 + ½ monk level + Wis mod) or be staggered for 1 round.
- This does not stack with Stunning Fist; a creature affected by either is immune to both from you for 1 round.
If you already have Stunning Fist, you may instead:
- Add +2 to the DC of your Stunning Fist uses.
Lockstep Suppression
Req: Monk 9, Coiled Serpent or Rooted Mountain stance
You can control how far your enemies move.
- When you successfully trip, grapple, or reposition a foe, their speed is reduced by 10 ft until the start of your next turn.
- If their speed is already reduced by another of your abilities (e.g., Nerve‑Strike stance), the penalties stack up to a maximum of half their original speed.
Joint Destruction
Req: Monk 10, Nerve Cluster Strike or other Iron technique
Your pressure‑point strikes cause lasting harm.
- Once per day per 5 monk levels (min 1), when you successfully use Stunning Fist or Nerve Cluster Strike, you may also deal 1d4 Dexterity damage (Fortitude negates, same DC as the stun).
- Creatures immune to critical hits or precision damage are immune to the Dex damage, but not the stun/stagger unless they’re also immune to stun.
Circle of Control
Req: Monk 13, Stand Still feat or Iron Nerve Controller archetype
You control the space around you like a ring of steel.
- Enemies you threaten treat squares adjacent to you as difficult terrain for purposes of 5‑ft steps and tumbling (Acrobatics DCs to move through your space increase by +5).
- Once per round, when an enemy enters a square you threaten, you may attempt a reposition combat maneuver as an attack of opportunity instead of a normal attack.
3. Weapon Moon Techniques (Monk Weapons)
These reward using kama, nunchaku, staff, sai, etc.
Weapon Focused Ki
Req: Monk 3, Weapon Savant or Crescent Blade stance
Choose one monk weapon you are proficient with.
- When you use Flurry of Blows with that weapon, you may spend 1 ki to gain +1 attack and damage with all attacks made with that weapon in the flurry.
At 11th level, this becomes +2 attack and damage.
Hook and Bind
Req: Monk 3, kama or sai or nunchaku proficiency
You can catch limbs and weapons.
- When you hit a foe with a kama, sai, or nunchaku, you may attempt a disarm as a free action with a +2 bonus on the CMB roll.
- If you fail the disarm check by 5 or less, you do not provoke an attack of opportunity.
Spinning Staff Defense
Req: Monk 3, quarterstaff/bo or temple sword
You whirl your staff like a moving wall.
- When wielding a staff‑type monk weapon:
- You gain a +1 shield bonus to AC.
- When you use total defense, this shield bonus becomes +3 instead.
At 10th level, the base shield bonus becomes +2.
Twin Crescent Assault
Req: Monk 6, Twin Moon stance or two monk weapons
You’re deadly with dual weapons.
- When wielding two monk weapons, the penalties for two‑weapon fighting are reduced by 2 (minimum 0).
- Once per round, when both your main‑hand and off‑hand attacks hit the same target in a full attack, you may deal an additional 1d6 damage of the same type.
Whip‑Chain Mastery
Req: Monk 6, nunchaku or similar flexible weapon
If you use nunchaku (or similar flexible monk weapon you define):
- You gain +5 ft reach with that weapon for combat maneuvers only (trip, disarm, steal, etc.).
- When you confirm a critical hit with it, the target must succeed at a Reflex save (DC 10 + ½ monk level + Wis mod) or be entangled for 1 round (tangled up in the chain).
Piercing Comet Advance
Req: Monk 9, Piercing Comet stance
A staff or spear becomes a punishing counter‑weapon.
- When a foe you threaten takes a 5‑ft step or moves through a square you threaten:
- You gain a +2 bonus on attacks of opportunity against that foe.
- If your AoO hits, in addition to normal damage, you may reduce their speed by 10 ft until the start of your next turn (stacks with other slow effects up to half speed).
Weapon Form Mastery
Req: Monk 13, Weapon Savant, any Weapon stance
You blur the line between unarmed and weapon strikes.
- Choose one monk weapon you have Weapon Savant for.
- When you use that weapon, you may substitute your unarmed strike damage for the weapon’s base damage (if better).
- The weapon counts as magical, lawful, cold iron, silver, adamantine, etc. for overcoming DR if your ki strike grants those properties to your unarmed strikes.
4. Universal Techniques (Any Monk)
These fit any style and can be freely chosen.
Focused Breath
Req: Monk 3
You recover ki through disciplined breathing.
- Once per day, as a full‑round action, you may regain 1 ki point.
- At 9th level, you may do this twice per day, but not more than once per hour.
Moon‑Calm Mind
Req: Monk 3
Your mind is steady and centered.
- You gain a +2 bonus on saving throws vs. mind‑affecting effects.
- Once per day, when you fail such a save, you may reroll it with a +2 bonus and must take the second result.
Stunning Fist Adept
Req: Monk 3, Stunning Fist
Your Stunning Fist improves:
- You gain 2 additional daily uses of Stunning Fist.
- Increase the DC of your Stunning Fist by +1.
You can take this technique twice; the second time grants +2 DC total and 2 more uses.
Swift Ki Step
Req: Monk 6, Ki Pool
- When you spend ki to gain +20 ft speed, you may instead:
- Gain +10 ft speed and
- The ability to move through threatened squares without provoking attacks of opportunity from one chosen enemy that round.
Lunar Reflex
Req: Monk 6, Evasion
Your reflexes are almost preternatural.
- You gain a +1 bonus on Reflex saves.
- Once per day, when you would be caught flat‑footed, you may act as if you were not flat‑footed for that round (you still haven’t taken your turn, but you keep Dex to AC and can use immediate actions).
Echoing Strike
Req: Monk 9
Your blows set up future openings.
- Once per round, when you hit a creature with an unarmed strike or monk weapon, you may mark them with an echo until the end of your next turn.
- Your next attack against that same creature before then gains a +2 bonus to hit and, if it hits, deals an additional 1d6 damage.
Perfect Balance
Req: Monk 13
You rarely lose your footing.
- You are always treated as having rolled a 10 on Acrobatics checks made to keep your balance, move on narrow surfaces, or avoid being knocked prone (if your natural roll is higher than 10, use that instead).
- You gain a +4 bonus on CMD vs. effects that would knock you prone or move you against your will.
Flowing Gale Ki Powers
1.1 Sudden Gale Step (Su)
- Req: Monk 4
- Cost: 1 ki, swift action
Until the start of your next turn:
- Your base speed increases by +30 ft.
- Your Acrobatics checks to move through threatened squares or jump gain a +10 competence bonus.
If you’re in a Flowing stance (Flowing River, Drunken Gale, Moon‑Step), you also do not provoke attacks of opportunity from the first 10 ft of movement you make that round.
1.2 Drunken Ki Sway (Su)
- Req: Monk 6, Drunken Gale Stance or Drunken Gale Adept archetype
- Cost: 1 ki, immediate action
Trigger: You are targeted by a melee or ranged attack.
- Gain 20% miss chance vs. that attack.
- If the attack misses, you may move 5 ft without provoking (this doesn’t count as a 5‑ft step).
If you already have a miss chance from Drunken Gale Stance, this stacks to a max of 40% for this one attack.
1.3 Wind‑Skipping Dash (Su)
- Req: Monk 8, Moon‑Step Stance or Flowing discipline
- Cost: 1 ki, move action
You may move up to your speed as a move action:
- This movement ignores difficult terrain.
- You gain a +4 dodge bonus to AC vs. attacks of opportunity provoked by this movement.
Once during this movement, you may move through a single enemy’s square (one size category larger or smaller) as if using Acrobatics to tumble; you gain a +10 bonus on that one check.
1.4 Gale Hurricane (Su)
- Req: Monk 12, any Flowing stance
- Cost: 2 ki, full‑round action
You become a whirling blur of strikes and motion:
- Move up to twice your speed.
- At any two points during this movement, you may make one unarmed strike or monk‑weapon attack at your highest BAB.
- Each of those attacks deals an extra 1d6 damage.
This movement provokes as normal, but you gain a +2 dodge bonus to AC during the movement. You cannot attack the same creature more than once with Gale Hurricane.
1.5 Step Between Raindrops (Su)
- Req: Monk 16, Evasion, any Flowing stance
- Cost: 2 ki, immediate action
Trigger: You are affected by a spell or effect that requires a Reflex save.
- If you succeed on the save, you take no damage (as Evasion) and may teleport 10 ft to a square you can see.
- If you fail the save, you instead halve any damage taken and still teleport 5 ft.
This is not blocked by line of effect; you must have line of sight.
2. Iron Nerve Ki Powers (Control / Pressure Points)
2.1 Pain Lock (Su)
- Req: Monk 4, Iron discipline or Iron Nerve Controller archetype
- Cost: 1 ki, swift action
On your next successful unarmed strike this round:
- You may forgo 1 die of damage to force the target to make a Fortitude save.
- On failure, the target is sickened and takes a –10 ft penalty to speed for 1 round.
You may apply this only once per round to a given target.
2.2 Ki Shackles (Su)
- Req: Monk 6, Coiled Serpent or Rooted Mountain stance
- Cost: 1 ki, standard action
Choose one creature within 30 ft that you can see and that is standing on solid ground.
- Make a ranged touch attack using your unarmed bonus.
- On a hit, spectral bands of ki restrain their limbs:
- Their speed is halved,
- They take a –2 penalty on Reflex saves,
- And Acrobatics checks suffer a –4 penalty.
Duration: 1 round + 1 round / 3 monk levels.
A successful Fortitude save halves the penalties (speed –10 ft, –1 Reflex, –2 Acrobatics).
2.3 Numbing Palm (Su)
- Req: Monk 8, Nerve‑Strike Stance or Nerve Cluster Strike technique
- Cost: 1 ki, free action (declared before attack)
When you hit a creature with an unarmed strike:
- You may spend 1 ki to force a Fortitude save.
- On failure, choose one limb (arm or leg):
- Arm: The creature drops anything held in that hand and takes a –2 penalty on attack rolls with that limb for 1d4 rounds.
- Leg: The creature is staggered for 1 round (can’t run or charge) and treats all movement as difficult terrain for 1d4 rounds.
Creatures with no discernible anatomy are immune.
2.4 Choking Nerve Grip (Su)
- Req: Monk 12, Clinch Fighter or Iron Grip Throw
- Cost: 1 ki per round, free action on your turn
While you maintain a grapple:
- You may suppress the target’s ability to speak and breathe properly.
- The target must succeed at a Fortitude save at the start of each of its turns or be unable to speak or cast spells with verbal components and is fatigued as long as the grapple lasts.
Creatures that fail this save on two consecutive rounds are also staggered for 1 round.
2.5 Quivering Web (Su)
- Req: Monk 16, Iron Nerve discipline, any Iron technique that causes Dex or speed penalties
- Cost: 2 ki, standard action
You strike three rapid nerve points.
- Make three unarmed attacks at your highest BAB against a single target.
- If two or more hit, the target must make a Fortitude save:
- On failure, the target is paralyzed for 1 round, then staggered for 1d4 rounds afterward.
- On success, the target is staggered for 1 round.
This is a mind‑affecting effect that doesn’t work on creatures immune to paralysis.
3. Weapon Moon Ki Powers (Monk Weapons)
3.1 Ki‑Bound Arsenal (Su)
- Req: Monk 4, Weapon Savant or Crescent Blade stance
- Cost: 1 ki, swift action
Choose one monk weapon you wield.
- For 1 minute, that weapon is treated as though it were your unarmed strike for:
- Overcoming DR (ki strike properties),
- Dealing your unarmed strike damage if better,
- Counting as magic, lawful, etc. if your unarmed strikes do.
This stacks with Weapon Form Mastery technique; if you have both, you also gain a +1 competence bonus on attack rolls with that weapon for the duration.
3.2 Weapon Flurry Focus (Su)
- Req: Monk 6, Weapon Moon discipline or Weapon Adept archetype
- Cost: 1 ki, swift action
When using Flurry of Blows with monk weapons this round:
- You gain +1 to hit with all flurry attacks made with monk weapons.
- If you hit one target with at least three flurry attacks, that target must succeed at a Reflex save or be knocked prone.
At 12th level, the to‑hit bonus becomes +2, and if the target fails the save by 5 or more, it is also disarmed of one weapon of your choice (if wielded).
3.3 Chain of the Crescent Moons (Su)
- Req: Monk 8, Twin Moon stance or Twin Crescent Assault
- Cost: 1 ki, full‑round action
While wielding two monk weapons:
- Make a full flurry as normal.
- If you hit two different enemies during this flurry, you may force each to make a Reflex save or be pulled 5 ft toward you (reposition without AoO).
- If you hit three or more enemies, you may instead choose one of them to be knocked prone on a failed Reflex save.
3.4 Comet‑Lance Lunge (Su)
- Req: Monk 10, Piercing Comet stance, staff/polearm monk weapon
- Cost: 1 ki, standard action
You make a single powerful thrust:
- Your reach increases by +5 ft for this attack.
- You gain +2 to hit and deal an extra 2d6 damage.
- If the attack hits, the target must succeed at a Fortitude save or be pushed 10 ft directly away and knocked prone.
If this push would cause the target to fall from a ledge, it may attempt an Acrobatics check (DC = your ki DC) to catch itself.
3.5 Weapon Echo Barrage (Su)
- Req: Monk 16, Weapon Form Mastery, any Weapon stance
- Cost: 2 ki, full‑round action
You unleash a storm of weapon‑ki echoes.
- Make a full flurry with a single monk weapon.
- Choose up to two attacks in the flurry: each, if it hits, deals +2d6 force damage and you may apply any one unarmed rider you possess (trip, disarm, Numbing Palm, etc.) as if it were an unarmed strike.
You may not apply more than one rider per hit, but you can choose different riders for each empowered hit.
4. Universal Ki Powers
These fit any monk and work with any discipline.
4.1 Ki Surge (Su)
- Req: Monk 4
- Cost: 1 ki, swift action
You tap deeper into your inner reserves.
- Until the end of your turn, you gain a +2 bonus on attack rolls and skill checks that involve Acrobatics, Climb, or Escape Artist.
At 10th level, the bonus becomes +3.
4.2 Inner Healing (Su)
- Req: Monk 6
- Cost: 2 ki, standard action
You heal your own wounds:
- Restore 1d8 hit points + your monk level.
- At 12th level, this becomes 2d8 + monk level.
You can use this a number of times per day equal to your Wis modifier (minimum 1).
4.3 Ki Shield (Su)
- Req: Monk 8
- Cost: 1 ki, immediate action
Trigger: You are hit by an attack.
- You gain DR 5/— against that attack’s damage.
- Until the start of your next turn, you also gain DR 2/— vs. all further physical attacks.
At 16th level, the initial DR becomes 10/— and the lingering DR becomes 5/—.
4.4 Abundant Step (Su)
- Req: Monk 12
- Cost: 2 ki, move action
As per PF1 monk:
- Teleport up to your speed × 2 as if using dimension door, but you cannot bring others.
- You must have line of sight to your destination.
4.5 Ghost Moon Walk (Su)
- Req: Monk 16
- Cost: 3 ki, standard action
You partially step out of phase.
- For 1 round per 2 monk levels, you gain:
- 50% miss chance vs. non‑force physical attacks,
- The ability to move through solid objects as if incorporeal (but you must end your movement in an open space).
You cannot attack or grapple while fully phased; if you make an attack, the effect ends at the end of your turn.
Eryth – War, Storms, Courage
1.1 Eryth’s Battle Moon Stance Universal, Aggressive
Req: Monk 5
You sink into a low, forward‑driving stance; your aura crackles with barely contained force.
- You gain a +1 bonus on damage rolls with unarmed strikes and monk weapons.
- When you charge, you gain an additional +1 bonus on the attack roll (total +3 instead of +2 if you use charge normally).
- If you charge at least 20 ft, you gain a +2 bonus on Intimidate checks against the target until the start of your next turn.
At 12th level, the stance’s damage bonus becomes +2.
1.2 Ki Power: Crimson Thunder Rush (Su)
Req: Monk 8, Eryth’s Battle Moon Stance
Cost: 1 ki, standard action (part of a charge)
You explode forward with war‑blessed speed.
- Make a charge attack as a standard action (you don’t need a full round).
- If the attack hits:
- Deal an extra 2d6 electricity damage, and
- The target must succeed at a Fortitude save or be staggered for 1 round.
If you started the turn already in Eryth’s Battle Moon Stance, you also gain +2 AC vs. attacks of opportunity provoked by the charge.
2. Thren – Vengeance & Broken Oaths
2.1 Thren’s Vengeful Form Iron / Universal
Req: Monk 5
Your posture narrows, every movement angled toward a single enemy.
- Choose a creature you threaten as your focus enemy (free action once per round).
- Against that enemy:
- You gain a +1 insight bonus on attack rolls, and
- Your threat range with unarmed strikes increases by 1 (e.g., 20 → 19–20).
- You take a –1 penalty to AC vs. all other enemies.
At 13th level, the attack bonus vs. your focus enemy becomes +2.
2.2 Ki Power: Oathbreaker’s Mark (Su)
Req: Monk 8, Thren’s Vengeful Form
Cost: 1 ki, swift action
You brand a foe with invisible lines of Thren’s judgment.
- Designate one visible creature within 60 ft as your oath‑mark.
- For 1 minute or until it is reduced to 0 hp:
- You gain a +2 insight bonus on damage rolls against it, and
- It takes a –2 penalty on Acrobatics checks and on opposed checks vs. your combat maneuvers (trip, grapple, reposition).
If you critically hit your marked target with an unarmed strike or monk weapon, it must succeed at a Will save or be shaken for 1d4 rounds.
You may only have one oath‑mark at a time.
3. Velis – Travel, Luck, Trade
3.1 Velis Wind‑Runner Stance Flowing
Req: Monk 5
Your stance is light and ready to run at a moment’s notice.
- You gain a +10 ft enhancement bonus to all movement speeds.
- While you move at least 10 ft on your turn, you gain a +2 bonus on Reflex saves vs. traps and area effects until the start of your next turn.
- Once per round, when you successfully tumble through a threatened square (Acrobatics), you gain a +1 luck bonus to AC against that creature’s attacks until your next turn.
At 11th level, the movement bonus becomes +20 ft while in this stance.
3.2 Ki Power: Caravan Guardian Step (Su)
Req: Monk 8, Velis Wind‑Runner Stance
Cost: 1 ki, immediate action
Trigger: An ally within 15 ft is targeted by an attack.
You shift with Velis’ speed.
- Swap positions with that ally (both squares must be legal).
- You become the new target of the attack (resolve it against your AC).
- You gain a +2 dodge bonus to AC vs. that attack.
If you were already in Velis Wind‑Runner Stance, you may move 5 ft after the attack resolves (no AoO), representing a “pass‑through” redirection.
4. Saela – Art, Beauty, Passion
4.1 Saela Performance Form Universal, Social/Combat Hybrid
Req: Monk 5
You flow into a graceful, almost dance‑like guard.
- You gain a +2 bonus on Bluff and Perform (dance, oratory, or weapon drill) checks.
- When you successfully feint a foe in combat:
- They are flat‑footed vs. your first two attacks against them before the end of your next turn (instead of only the next attack).
- If you hit a flat‑footed foe with an unarmed strike or monk weapon, you gain a +1 bonus on damage against that foe for the rest of the encounter (max +3, stacking each time you re‑establish flat‑footed status via feint).
4.2 Ki Power: Honeyed Blade Dance (Su)
Req: Monk 8, Saela Performance Form
Cost: 1 ki, swift action
You turn combat into a mesmerizing performance.
- Until the end of your turn:
- You gain a +2 insight bonus on attack rolls against foes you have successfully feinted in the last round, and
- Any creature you critically hit with an unarmed strike or monk weapon must succeed at a Will save or be charmed by you (as charm person on humanoids or charm monster on others) for 1 round (non‑stacking, mind‑affecting, charm).
If you have a Saela‑themed archetype (like your Saela Courtesan‑Spy rogue, or a future Saela monk), you might key the save DC off Cha instead of Wis.
5. Umbriel – Secrets, Death, Memory
5.1 Umbriel Grave‑Still Stance Iron / Universal
Req: Monk 5
You become eerily still, every motion efficient and grim.
- You gain a +2 bonus on saving throws vs. death effects, negative energy, and fear.
- Undead and creatures with regeneration or fast healing you threaten suffer a –2 penalty on attack rolls against targets other than you (they feel “drawn” to you).
- When you reduce a creature to 0 or fewer hit points with an unarmed strike:
- You gain temporary hit points equal to your Wis modifier (min 1) for 1 minute (do not stack; keep the highest).
5.2 Ki Power: Death‑Lock Palm (Su)
Req: Monk 8, Umbriel Grave‑Still Stance
Cost: 1 ki, free action (before attack)
You channel cold, binding ki into a single strike.
- Declare this before making an unarmed strike.
- If the attack hits:
- In addition to normal damage, the target must succeed at a Fortitude save or have its fast healing or regeneration suppressed for 1d4 rounds (if it has either), and
- It is staggered for 1 round on a failed save.
Creatures immune to death effects still suffer the suppression but gain a +2 bonus on the save.
6. Xyra – Forbidden Keys & Portals
6.1 Xyra Gate‑Step Stance Flowing / Weapon
Req: Monk 7
Your footing and ki align with hidden paths.
- You treat any square adjacent to a doorway, arch, or portal‑like feature as if it were normal terrain, ignoring difficult terrain there.
- Once per round, when you move through a doorway (literal or symbolic, like an archway), you gain a +2 insight bonus on AC and Reflex saves until the start of your next turn.
- As long as you are in this stance, you gain a +2 bonus on Disable Device and Perception checks related to doors, locks, and magical seals.
6.2 Ki Power: Short‑Gate Step (Su)
Req: Monk 8, Xyra Gate‑Step Stance
Cost: 1 ki, move action
You slip through a momentary ki‑rift.
- Teleport up to 20 ft to any square you can see.
- You must begin and end on a surface that can support you (no teleport into midair unless you can fly).
- You do not provoke attacks of opportunity.
If your path would normally cross a door, window, or portal, you may teleport through it even if it’s closed, as long as it is not magically sealed beyond your level (GM call). This does not bypass wall of force or similar absolute barriers.
At 14th level, the distance increases to 40 ft.

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