User:Sergejsvk/sandbox2

Making a Monk of the sublime way
Alignment: Any.

Starting Age: Complex.

Class Features
All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with simple weapons, handaxe, kama, nunchaku, sai, shuriken, siangham. All monk weapons are considered preferred weapons of your chosen disciplines.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and maneuver focus abilities.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You recover all expended maneuvers and can change your readied maneuvers by using a full round action to quickly mediate. You may cancel your mediation any time during the round to respond to an attack, such as using a counter or making a reflex save, though doing so will break your concentration. Conversely, you can opt to just take the hit and continue to mediate, though you must make a Concentration Check (DC 10 + damage taken) in order to maintain your mediation. If you successfully complete your mediation, all of your selected maneuvers are readied, renewed and available in the following round.

You select 6 out of all 9 martial disciplines.

 (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +2 bonus to AC at 1st level. This bonus increases by 1 at 5th level and increases by 1 for every five monk levels thereafter (+4 at 10th, +5 at 15th, and +6 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Monk Unarmed Damage by Size.

This applies to all attacks made while a boost is active.

The monk may choose a monk weapon and gain the weapon damage of her unarmed strike when using that weapon, or the weapon's original damage, whichever is higher. Any special abilities that would be delivered through or modify an unarmed strike may now be used with her chosen weapon, such as the Stunning Fist feat (For example, an 8th level monk deals 1d10 damage with a sai).

Select one of Blind-Fight, Combat Reflexes, Deflect Arrows, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Lightning Reflexes, Quick Draw, Run, Stunning Fist as one of your monk bonus feats. A monk need not have any of the prerequisites normally required for these feats to select them.

The monk gains an additional bonus feat every four monk levels thereafter (6th, 10th, 14th, and 18th). A monk must meet all prerequisites for these bonus feats, including ability score and base attack bonus minimums. Add Blade Meditation, Clarion Commander, Distant Horizon, Falling Sun Attack, Ironheart Aura, Martial Study, Martial Stance, Perfect Clarity of Mind and Body, Shards of Granite, Stone Power, Stormguard Warrior, Unnerving Calm, White Raven Defense to your monk bonus feat list.

 (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

 (Su): At 3rd level, a monk learns how to bend the rules that bind her in the world. A monk gains an enhancement bonus to her speed, as shown on Table: The Monk.

Furthermore, the monk can creaste a sepcial effect on herself as a swift action for 2 rounds/level.

At 4th level, the monk can activate Feather Fall on herself.

6th, the monk can aditionaly create an effect of Spider Climb as the spell with a climb speed equal to her base land speed. If Dance of the spider, attack with both hands after movoment, run and charge on walls.

8th, Water Walk on liquids, dificult terrain, thin tree branches, webs, roofs, and other surfaces which should not be able to support your weight. You can move through areas with obstacles at your land speed, ignoring any effects on movement due to terrain. (Supernatural freerunning, Balance, Jump, Tumble checks only when players make special stunts or when something really matters.)

At 11th, the monk gains the ability to use Air Walk as the spell on herself.

At 15th level and higher, a monk can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a Freedom of Movement spell, except that it is always active. A monk in armor or carrying a medium or heavy load loses this benefit.

At 19th Wind Walk as the spell. Effects become allways active, free action to surpress or activate.

A monk in armor or carrying a medium or heavy load loses the use of this ability.

 (Ex): At 3rd level, a monk retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a monk already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

 (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons with a +1 enhancement bonus. Ki strike improves with the character’s monk level, every four levels beyond 4th, the value of the enhancement bonus improves by a cumulative +1 enhancement bonus on attack and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).

At 6th level, a monk gains the ability to enhance her ki strike. She can add any one weapon special ability that has an enhancement bonus value of +1.

At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a monk can add to her ki strike improves to +2, +3, and +4, respectively. A monk can choose any combination of weapon special abilities that does not exceed the total allowed by the monk’s level. She can suppress or resume this ability as a free action.

A monk can reassign the ability or abilities she has added to her ki strike. To do so, she must first spend 8 hours in meditation. After that period, her fists are empowered with the new ability or abilities selected by the monk.

At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

 (Ex): At 5th level and higher, a monk can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping monk does not gain the benefit of mettle.

 (Ex): At 7th level and higher, a monk can no longer be flanked. This defense denies a rogue the ability to sneak attack the monk by flanking her, unless the attacker has at least four more rogue levels than the target has monk levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

 (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

 (Su): At 13th level, a monk becomes immune to all death spells, magical death effects, energy drain, and any negative energy effects.

 (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

 (Ex): A monk of 17th level or higher can speak with any living creature.

After the monk initiates a strike maneuver, he can aditionaly initiate any other standard action strike maneuver (such as Five-Shadow Creeping Ice Enervation Strike) that she haves readied as a free action (e.g. you can initiate Time Stands Still folowed by a Ruby Nightmare Blade, but not the other way around). Both strikes the monk initiates are expended normally. The monk can use this ability four times per encounter.

Epic Monk
AC Bonus: The Monk’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.

Unarmed Strike: The damage for a Monk’s unarmed strike does not increase after 20th level.

Fast Movement: The epic Monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th. The unarmored speed of Small and dwarven monks increases by 5 feet instead of 10 feet.

Ki Strike: The Monk’s ki strike automatically increases with class levels.

Wholeness of Body (Su): The epic Monk can cure up to twice his or her class level in hit points each day, as normal.

Bonus Feats: The epic Monk gains a bonus feat (selected from the list of epic Monk bonus feats) every five levels higher than 20th.

Epic Monk Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.