TEXT: 1
  T
  he idea of monk talents (and why they are a 
  good idea) is first presented in The Genius Guide 
  to the Talented Monk, along with a large number 
  of talents (many adapted from the abilities of monk 
  archetypes). The new talents presented here can be 
  used with that book, or added as new options for the 
  traditional monk class.
  To use these talents with the core monk class, 
  simply allow a monk to replace any of the following 
  class features with a talent – abundant step, bonus feat, 
  diamond body, diamond soul, empty body, evasion, 
  fast movement (if traded for a talent, the monk never 
  receives any fast movement), flurry of blows (grants 
  two talents, one at 1st level and one at 15th), improved 
  evasion, ki pool, quivering palm, slow fall (if traded for 
  a talent, the monk never receives any slow fall), perfect 
  self, purity of body, timeless body, tongue of the sun 
  and the moon, wholeness of body. Advanced talents 
  require the monk be at least 10th level, and grand 
  talents are available only to 20th level monks and must 
  be taken in place of perfect self.
  Monk TalenTs
  As a talented monk gains experience, he learns a 
  number of talents that expand his martial mastery and 
  vast personal insight. Starting at 1st, a talented monk 
  gains two monk talents. He gains an additional two 
  monk talents at 2nd level and again at 3rd, and then 
  one for every level of monk attained after 1st. A monk 
  cannot select an individual talent more than once, 
  unless the talent specifies otherwise.
  Monk talents that require an action of any kind 
  (including free actions) cannot be used when the 
  monk is wearing armor of any kind, unless the monk 
  has an edge or talent that says otherwise (such as the 
  light armor kata edge).  Monk talents marked with an 
  asterisk* are weapon-related, and can only be used 
  
  2
  with weapons for which the monk has taken 
  the fighting style edge or adaptive style talent. 
  (For campaigns not using these talents from 
  The Genius Guide to the Talented Monk, feats with 
  an asterisk may only be used unarmed or with 
  monk weapons.)
  Elemental Ki Powers (Sp): Elemental ki 
  powers are special abilities that allow a monk 
  to harness his ki in ways tied to an elemental 
  force to which he already has an affinity as a 
  result of having the Elemental Fist feat. When a 
  monk takes this talent he selects one elemental 
  ki power of his level or less. Once made, this 
  decision cannot be changed.
  Elemental ki powers require the monk to 
  spend ki points; the exact amount is listed after 
  the ki power. These ki powers duplicate the 
  effects of a spell, and are spell-like abilities. A 
  monk uses his class level as the caster level for 
  these spell-like abilities, and he uses Wisdom 
  to determine his concentration check bonus. 
  The saving throw against a monk’s elemental 
  ki power, if any, is equal to 10 + 1/2 the monk’s 
  level + the monk’s Wisdom bonus.
  Elemental ki powers of 10th level and higher 
  are listed as Advanced Elemental Ki Powers, in 
  the Advanced Talents section, below. A monk 
  must have a ki pool and the Elemental Fist feat 
  dealing the appropriate damage (acid for earth 
  ki powers, cold for water ki powers, electricity 
  for air ki powers, and fire for fire ki powers) to 
  take this talent. This talent may be taken more 
  than once. Each time it is taken, the monk gains 
  a new elemental ki power of his level or less.
  4th-LeveL eLementaL Ki Powers
  Air
  Alter winds (1 ki point) 
  Resist energy (1 ki point, self only, 
  electricity only)
  Shocking grasp (1 ki point)
  Whispering wind (1 ki point)
  EArth
  Corrosive touch (1 ki point)
  Create pit (1 ki point)
  Mage armor (1 ki point)
  Resist energy (1 ki point, self only, acid only)
  FirE
  Burning hands (1 ki point)
  Fiery shuriken (1 ki point)
  Resist energy (1 ki point, self only, fire only)
  Pyrotechnics (1 ki point)
  WAtEr 
  Hydraulic push (1 ki point)
  Obscuring mist (1 ki point)
  Resist energy (1 ki point, self only, cold only)
  Touch of the sea (1 ki point, self only)
  6th-LeveL eLementaL Ki Powers
  Air
  Cloak of winds (self only, 2 ki points)
  Gaseous form (self only, 1 ki point) 
  Resist energy, communal (2 ki points, 
  electricity only)
  EArth
  Burrow (2 ki points, self only)
  Pellet blast (2 ki points, +1 ki point to be 
  considered adamantine, cold iron, or silver)
  Resist energy, communal (2 ki points, acid only)
  FirE
  Ash storm (2 ki points)
  Heat metal (1 ki point)
  Resist energy, communal (2 ki points, fire only)
  WAtEr
  Aqueous orb (2 ki points)
  Resist energy, communal (2 ki points, cold only)
  Sleet storm (2 ki points)
  8th-LeveL eLementaL Ki Powers
  Air
  Draconic reservoir (2 ki points, self only, 
  electricity only)
  Fly (2 ki points, self only)
  Lightning bolt (2 ki points)
  EArth
  Cup of dust (2 ki points)
  Draconic reservoir (2 ki points, self only, 
  earth only)
  Meld into stone (2 ki points)
  FirE
  Draconic reservoir (2 ki points, self only, 
  fire only)
  Fireball (2 ki points)
  Quench (2 ki points)
  WAtEr
  Draconic reservoir (2 ki points, self only, 
  cold only)
  Hydraulic torrent (2 ki points)
  Water breathing (2 ki points)
  
  3
  Endless Strikes (Ex)*: The monk may 
  make dozens of even hundreds of rapid 
  (though individually weak) strikes against 
  very small, swarming targets. As a full-
  round action the monk may make a single 
  melee attack against a swarm, dealing full 
  damage to a swarm of tiny creatures, and 
  half damage to swarms of Fine or diminutive 
  creatures. The monk may also bull rush and 
  trip swarms. A monk must have the flurry 
  of blows or flurry of maneuvers edge to take 
  this talent.
  Normal: Swarms of Tiny creatures takes 
  half damage from slashing and piercing 
  weapons. A swarm composed of Fine or 
  Diminutive creatures is immune to all 
  weapon damage. Swarms cannot be bull 
  rushed or tripped.
  Fighting Retreat (Ex): The monk may 
  select one foe to engage in a fighting retreat. 
  If the monk ends his turn further away 
  from his foe than he began his turn, and 
  every square of movement the monk took 
  was further away from his foe (doing as 
  little as taking a 5-foot step away from a foe 
  qualifies, but running around a foe does not), 
  the monk receives a +2 bonus to AC against 
  attacks from that foe until the beginning of 
  the monk’s next turn.
  Kata Kin (Ex): The monk can switch 
  places with an adjacent ally who also has 
  this talent as a swift action that does not 
  provoke attacks of opportunity, and gains 
  a +2 bonus to attack rolls while adjacent 
  to such an ally. This talent qualifies as a 
  Teamwork feat for purposes of abilities that 
  modify or duplicate teamwork feats.
  Ki Bolt (Su)*: The monk may focus the 
  spiritual power of a melee weapon, natural 
  weapon, or unarmed attack into a bolt of 
  magic energy used to make a ranged attack. 
  The monk spends 1 ki point to be able to turn 
  any of his melee attacks into ranged attacks 
  for 1 round. Making these ranged attacks 
  does not provoke attacks of opportunity. 
  This does not expand the monk’s reach. The 
  attack has a range increment of 5 feet per 
  monk level. Normally the damage is exactly 
  the same as damage from the melee weapon 
  the monk is using. However, if the monk has 
  the Elemental Fist feat his ki bolt may instead 
  deal elemental damage of the same type. 
  A monk must have a ki pool to select this 
  talent.
  Martial Pose (Ex): As a standard action 
  the monk may take a dramatic martial pose, 
  preparing himself for combat. Until the end 
  of his next turn, the monk gains a +2 bonus 
  to attack rolls and CMB checks against foes 
  he could see when he took his pose, and 
  receives a +2 bonus to AC and CMD against 
  attacks and maneuvers from such foes.
  Prone Fighting (Ex): The monk can move 
  while prone without crawling, though his 
  move rate is cut in half. The monk does not 
  take an AC penalty against melee attacks 
  while prone. If the monk decides to stand 
  from prone as a standard action, doing so 
  does not provoke an attack of opportunity.
  Normal: A prone character suffers a -4 
  penalty to AC from melee attacks, can only 
  crawl 5 feet as a move action, and standing 
  from prone is a move action that provokes 
  an attack of opportunity.
  Scroll-Fu (Su)*: The monk is a wise and 
  learned master of the written word, and has a 
  special affinity for scrolls. When attempting to 
  use a scroll normally, the monk is considered 
  trained in the Use Magic Device skill and has 
  a special UMD check of 1d20 + monk level + 
  Wisdom modifier.
  Additionally, once per round the monk may 
  apply a scroll to a target with a successful melee 
  attack. Only a scroll with a single spell of a level 
  no higher than the half the monk’s class level 
  
  4
  may be used in this way. The spell on the scroll 
  must have a range of touch or a range defined in 
  feat, and either have one or more targets or an 
  area. 
  The monk must declare in advance he is 
  applying the scroll with a melee attack, and on a 
  failed attack roll the scroll has no affect (and is not 
  expended). If the monk’s attack roll is successful, 
  the target hit is also the target of the spell on the 
  scroll. Even if the spell normally affects an area or 
  multiple targets, when used in this way only the 
  target struck is affected. The target receives any 
  saving throw the scroll’s spell normally allows, 
  and applies all its normal defenses (elemental 
  resistance, SR, and so on). No UMD check is 
  required for the monk to use the scroll in this 
  manner. The scroll is destroyed on a successful 
  melee attack, even if it has no effect on the target.
  Shuck (Ex): The monk may gain a +5 bonus to 
  an Escape Artist check or a CMB check to escape 
  a grapple by slipping free of an outer layer of 
  clothing such as a dress, coat, surcoat, jacket, 
  shirt, tunic, or even armor. On a successful check, 
  one creature holding the monk falls prone. For 
  every additional 5 points the monk exceeds the 
  check’s DC by 5, one additional creature that 
  was holding the monk, falls prone.
  Spirit Strike (Su): As a free action the monk 
  may spend 1 ki point to cause all his attacks to 
  have the ghost touch ability until the beginning 
  of his next round.
  A monk must have a ki pool to select this 
  talent.
  Spring Maneuver (Ex)*: As a full-round action, 
  the monk can move up to his speed and make 
  a single combat maneuver without provoking 
  any attacks of opportunity from the target of his 
  maneuver. The monk can move both before 
  and after the maneuver, but must move at 
  least 10 feet before the attack and the total 
  distance that the monk moves cannot be 
  greater than his speed. A monk cannot use 
  this ability to attack a foe that is adjacent to 
  him at the start of his turn.
  A monk must have the Spring Attack feat 
  to take the spring maneuver talent.
  Up and Over (Ex): As a standard action the 
  monk can run up a wall or similar object, flip 
  over a foe, and land behind the foe to attack 
  from surprise. To do this the monk must be 
  adjacent to a vertical object able to support the 
  monk’s weight, and there must be a position 
  from which a foe adjacent to the monk could 
  be flanked. The monk makes an Acrobatics 
  check with a DC equal to the foe’s CMD. If 
  successful, the monk runs up the surface, 
  flips over the foe (without this movement 
  provoking attacks of opportunity) into the 
  flanking position, and makes a single attack 
  roll. The foe is flat-footed against the attack.
  If the monk fails the Acrobatics check, this 
  movement provokes attacks of opportunity, 
  and the foe is not flat-footed against the 
  monk’s attack. If the monk’s check fails 
  by 5 or more the monk never leaves his 
  original position, still provokes attacks of 
  opportunity, and is not allowed to make an 
  attack this round.
  If a monk is running from a foe, he may 
  ready to use this talent, or if special chase 
  rules are being used, the monk may declare 
  he is attempting an up and over to bring a foe 
  chasing him into melee combat.
  Returning Throw (Ex)*: As a standard 
  action the monk can use a thrown weapon 
  to attack all targets in its path and return to 
  the monk. The monk selects a path for the 
  thrown weapon, which must begin and end 
  in the monk’s space. (If the monk chooses to 
  move, the thrown weapon’s path must end 
  when the monk’s move ends.) The monk 
  must have line of sight to every space in the 
  ranged weapon’s path, and the path may not 
  be longer than five times the weapon’s range 
  increment. The monk makes a single attack at 
  his highest attack bonus against every target 
  in the weapon’s path. All attacks suffer a -5 
  attack penalty, as well as range penalties for 
  the entire distance of the path. (For example, 
  if the path is 3 range increments long, all 
  attacks suffer a -4 penalty for range).
  Whether the attacks hit or miss, the monk 
  automatically catches the thrown weapon 
  at the end of the path. If the weapon strikes 
  a barrier it cannot destroy with its damage, 
  it falls in that space and makes no further 
  attacks. A character in the weapon’s path 
  with a readied action may attempt a disarm 
  combat maneuver to knock the weapon 
  down, ending its attacks and preventing it 
  from returning to the monk. (If a disarm is 
  performed bare handed, the thrown weapon 
  can be grabbed out of the air on a successful 
  check.) A target with Snatch Arrow can 
  similarly grab the weapon and end its attacks.
  A monk must have the Dodge, Mobility, 
  Point-Blank Shot, and Shot on the run feats to 
  take this talent.
  
  5
  Wasp Swatter (Ex): The monk can deflect 
  and snatch ranged weapons with Deflect 
  Arrow and Snatch Arrow multiple times per 
  round. Each deflection or snatch after the 
  first counts against the number of attacks of 
  opportunity the monk may make that round, 
  and the monk cannot use this talent if he has 
  no attack of opportunity remaining.
  A monk with this talent also reduces 
  the damage dealt to him by a swarm by an 
  amount equal to his Wisdom bonus.
  A monk must have the Deflect Arrow feat 
  to take this talent.
  Unearthly Path (Su): Rather than follow 
  the path of training to be the best possible 
  mortal he can, the monk follows a path to 
  come as close as possible to being a specific 
  kind of outsider. This path grants the monk 
  a new appearance and new abilities, as well 
  as changing or augmenting the monk’s 
  personality in some way. Once this choice is 
  made, it cannot be changed. The monk must 
  abide by the alignment restrictions of the 
  path. If the monk ever changes his alignment 
  to something outside the path’s alignment 
  restrictions, he loses this ability and cannot 
  regain it unless his alignment later changes 
  again to match that of the path.
  Path of Aeons: The monk appears to be 
  faceless (though he is still subject to effects 
  and the environment as if he had normal 
  eyes, nose, mouth, and ears). The monk gains 
  cold resistance 5, and gains a +4 bonus to AC 
  against attack rolls made to confirm critical 
  hits. He also gains a +1 bonus to attack and 
  damage on attacks against targets with no 
  neutral element to their alignment (CE, CG, 
  LE, and LG).
  A monk must be true neutral to take the 
  path of aeons, and a true neutral monk with 
  this talent may continue to gain levels in the 
  monk class.
  Path of Archons: The monk loses all 
  body hair, and his skin is marked with 
  sigils of justice and may turn a pastel color 
  (often a light blue or green). The monk gains 
  acid and cold resistance 5. He also gains a 
  +1 bonus to attack and damage on attacks 
  against targets with evil alignments.
  A monk must be lawful good to take the 
  path of archons.
  Path of Azatas: The monk’s hair becomes 
  thick, long, and turns to a bright color (often 
  shock white, flame red, or emerald green). 
  The monk gains electricity resistance 5 and 
  a +4 bonus on saves against petrification 
  effects. He also gains a +1 bonus to attack 
  and damage on attacks against targets with 
  lawful alignments.
  A monk must be chaotic good to take 
  the path of azatas, and a chaotic good monk 
  with this talent may continue to gain levels 
  in the monk class.
  Path of Demons: The monk swells to 
  appear massively muscled, and his face 
  becomes a stylized demonic mask. The 
  monk gains electricity resistance 5, and a +2 
  bonus to saves against poison. He also gains 
  a +1 bonus to attack and damage on attacks 
  against targets with lawful alignments.
  A monk must be chaotic evil to take the 
  path of demons, and a chaotic evil monk 
  with this talent may continue to gain levels 
  in the monk class.
  
  6
  Path of Devils: The monk’s eyes turn fully 
  black, and his skin takes on a reddish hue. The 
  monk gains fire resistance 5, and a +2 bonus to 
  saves against poison. He also gains a +1 bonus 
  to attack and damage on attacks against targets 
  with good alignments.
  A monk must be lawful evil to take the path 
  of devils.
  advanced Monk TalenTs
  At 10th level, and every monk level 
  thereafter, a monk can choose one of the 
  following advanced talents in place of a monk 
  talent. Advanced talents otherwise follow the 
  rules for talents.
  Advanced Elemental Ki Power (Sp): These 
  advanced ki powers follow the rules for 
  elemental ki powers, found in the monk talents 
  section (above). Elemental ki powers of 20th level 
  are listed with grand talents (below). A monk 
  must have a ki pool and the Elemental Fist feat 
  dealing the appropriate damage (acid for earth 
  ki powers, cold for water ki powers, electricity 
  for air ki powers, and fire for fire ki powers) to 
  take this advanced talent. This advanced talent 
  may be taken more than once. Each time it is 
  taken, the monk gains a new elemental ki power 
  of his level or less that matches the element he 
  has selected with Elemental Fist.
  10th LeveL eLementaL Ki Powers
  Air
  Ball Lightning (2 ki points)
  Elemental aura (2 ki points, electricity only)
  Control Summoned Creature (1 ki point, 
  creatures of the air subtype only)
  River of wind (2 ki points)
  EArth
  Acid pit (2 ki points)
  Control Summoned Creature (1 ki point, 
  creatures of the earth subtype only)
  Elemental aura (2 ki points, acid only)
  Volcanic storm (2 ki points)
  FirE 
  Control Summoned Creature (1 ki point, 
  creatures of the fire subtype only)
  Elemental aura (2 ki points, fire only)
  Fire shield (2 ki points)
  Wall of fire (2 ki points)
  WAtEr
  Control Summoned Creature (1 ki point, 
  creatures of the water subtype only)
  Elemental aura (2 ki points, cold only)
  Solid Fog (2 ki points)
  Ride the waves (2 ki points)
  12th LeveL eLementaL Ki Powers
  Air
  Elemental body II (2 ki, air elemental only)
  Overland flight (2 ki points)
  Suffocation (2 ki points)
  EArth
  Elemental body II (2 ki, earth elemental only)
  Hungry Pit (2 ki points)
  Wall of stone (2 ki points)
  FirE 
  Elemental body II (2 ki, fire elemental only)
  Fire snake (2 ki points)
  Summon monster V (1 ki point, fire 
  elementals only)
  WAtEr
  Cone of cold (2 ki points)
  Elemental body II (2 ki, water elemental 
  only)
  Icy prison (2 ki points)
  14th LeveL eLementaL Ki Powers
  Air
  Chain lightning (3 ki points)
  Elemental body III (3 ki, air elemental only)
  Sirocco (3 ki points)
  EArth
  Elemental body III (3 ki, earth elemental only)
  Flesh to stone (3 ki points)
  Wall of iron (3 ki points)
  FirE 
  Contagious flame (3 ki points)
  Elemental body III (3 ki, fire elemental only)
  Fire seeds (3 ki points)
  WAtEr
  Elemental body III (3 ki, water elemental only)
  Fluid form (3 ki points)
  Ice crystal teleport (3 ki points)
  16th LeveL eLementaL Ki Powers
  Air
  Control weather (4 ki points)
  Fly, mass (4 ki points)
  Scouring winds (4 ki points)
  EArth
  Caustic eruption (4 ki points)
  Rampart (3 ki points)
  Stoneskin (4 ki points)
  FirE 
  Delayed blast fireball (4 ki points)
  Firebrand (4 ki points)
  Firestorm (4 ki points)
  WAtEr
  Cold ice strike (3 ki points)
  Ice body (4 ki points)
  Vortex (3 ki points)
  
  7
  Advanced Pose (Ex): The monk’s martial 
  pose bonus increases to +4.
  A monk must have the martial pose 
  talent to take the advanced martial pose 
  advanced talent.
  Secret Techniques (Su): The monk selects 
  one spell-like ability gained through a 
  monk edge, talent, advanced talent, or 
  grand talent. Once this selection is made, it 
  cannot be changed. The ability becomes a 
  supernatural ability.
  This advanced talent can be taken more 
  than once. Each time it is taken, it applies to 
  a different spell-like ability.
  Unearthly Way (Su): The monk takes a 
  major step along his unearthly path, coming 
  closer to being a true outsider. The monk 
  selects an unearthly way that matches his 
  unearthly path. The monk must abide by the 
  alignment restrictions of the way selected. 
  If the monk ever changes his alignment to 
  something outside the way’s alignment 
  restrictions, he loses this ability and cannot 
  regain it unless his alignment later changes 
  again to match that of the unearthly way.
  A monk must have the appropriate 
  unearthly path to take an unearthly way 
  advanced talent.
  Way of Aeons: The monk no longer 
  seems to touch the ground (though his 
  movement is unchanged), and his clothes 
  constantly move as if buffeted by a gentle 
  wind. The monk’s cold resistance increases 
  to 15, and he has a 75% chance for any 
  critical hit against him to instead be a normal 
  successful attack. He also gains a bonus 
  equal to half his class level to all Knowledge 
  checks, and treats all knowledge checks as if 
  he was trained in them.
  A monk must be true neutral to take the 
  way of aeons, and a true neutral monk with 
  this advanced talent may continue to gain 
  levels in the monk class.
  Way of Archons: The monk grows a 
  set of feathery wings. The monk’s acid and 
  cold resistance increase to 15, and he gains 
  a flight rate equal to half his movement rate 
  (with perfect maneuverability).
  A monk must be lawful good to take the 
  way of archons.
  Way of Azatas: The monk eyes and skin 
  turn hues that compliment his hair. The 
  monk’s electricity resistance increases to 
  15 and he becomes immune to petrification 
  effects. All his attacks are treated as if he 
  has the axiomatic weapon (this replaces his 
  +1 bonus to attack and damage on attacks 
  against targets with lawful alignments).
  A monk must be chaotic good to take 
  the way of azatas, and a chaotic good monk 
  with this talent may continue to gain levels 
  in the monk class.
  Way of Demons: The monk’s skin seems 
  scaly, leathery, or stonelike and covered 
  in glowing runes. The monk’s electricity 
  resistance increases to 15, and he gains a +2 
  inherent bonus to his Strength.
  A monk must be chaotic evil to take the 
  way of demons, and a chaotic evil monk 
  with this talent may continue to gain levels 
  in the monk class.
  
  8
  Way of Devils: The monk grows a small set 
  of horns and a tail. The monk’s fire resistance 
  increases to 15. All his attacks are treated as if he 
  has the axiomatic weapon magic property (this 
  replaces his +1 bonus to attack and damage on 
  attacks against targets with chaotic alignments).
  A monk must be lawful evil to take the way of 
  devils.
  Whirlwind Dash (Ex): As a full-round action, 
  the monk may spend one ki point to move up 
  to his move rate and make a single melee attack 
  against every foe within his reach at any point 
  of his movement. The monk may not attack any 
  foe more than once, even if a foe comes in reach 
  multiple times during his movement.
  A monk must have a ki pool and the Whirlwind 
  Attack feat to take the whirlwind dash advanced 
  talent.
  Grand Monk TalenTs
  Grand monk talents are available only to monks 
  of 20th level.
  Grand Elemental Ki Power (Sp): These grand ki 
  powers follow the rules for elemental ki powers, 
  found in the monk talents section (above). A monk 
  must have a ki pool and the Elemental Fist feat 
  dealing the appropriate damage (acid for earth ki 
  powers, cold for water ki powers, electricity for air 
  ki powers, and fire for fire ki powers) to take this 
  grand talent.
  Air
  Stormbolts (4 ki points)
  EArth
  Wall of lava (4 ki points)
  FirE 
  Incendiary cloud (4 ki points)
  WAtEr
  Seamantle (4 ki points)
  Unearthly 
  Master 
  (Su): 
  The 
  monk 
  completes his path to reach the ideal 
  espoused by a specific kind of outsider. He 
  selects the unearthly mastery that matches 
  his unearthly path and unearthly way. 
  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. Unlike other 
  outsiders, the monk can still be brought 
  back from the dead as if he were a member 
  of his previous creature type. The monk also 
  gains additional abilities depending on the 
  mastery selected.
  The monk must abide by the alignment 
  restrictions of the mastery. If the monk ever 
  changes his alignment to something outside 
  the mastery’s alignment restrictions, he 
  loses this ability and cannot regain it unless 
  his alignment later changes again to match 
  that of the mastery.
  A monk must have the appropriate 
  unearthly path and unearthly way to take 
  an unearthly mastery grand talent.
  Aeon Mastery: The monk becomes 
  immune to cold damage, and gains a +8 
  bonus on all Charisma-based ability and 
  skill checks regarding aeons. A monk must 
  be true neutral to take aeon mastery.
  Archon Mastery: The monk becomes 
  immune to acid damage, and gains a +8 
  bonus on all Charisma-based ability and 
  skill checks regarding archons.
  A monk must be lawful good to take 
  archon mastery.
  Azata Mastery: The monk becomes 
  immune to electricity, and gains a +8 bonus 
  on all Charisma-based ability and skill 
  checks regarding azatas. A monk must be 
  chaotic good to take azata mastery.
  Demon Mastery: The monk gains a +2 
  inherent bonus to Str and Con, and gains a 
  +8 bonus on all Charisma-based ability and 
  skill checks regarding demons.
  A monk must be chaotic evil to take 
  demon mastery.
  Devil Mastery: The monk becomes 
  immune to fire, and gains a +4 bonus on all 
  Charisma-based ability and skill checks.
  A monk must be lawful evil to take the 
  devil mastery.
  
  9
  TalenTs By TheMe
  While an alphabetical list makes it easy 
  to take a completed monk character sheet 
  and look up what each talent does, when 
  thinking about what talent to take next the 
  list of abilities can form a nigh-impenetrable 
  “wall of text” for players and GMs alike. To 
  help with this issue we’ve categorized all the 
  talents into the following themes and sub 
  themes, based on common monk character 
  concepts: Combat Maneuvers, Defensive 
  (AC/DR and Other), Ki and Mysticism, 
  Mobility, and Offense.
  Each talent gives its name and notes 
  if it is a talent, advanced talent, or grand. 
  This allows a GM or player looking for a 
  new option to see which talents are most 
  likely to match a desired character concept 
  without reading through the entire list of 
  new options.
  Combat maneuvers
  Spring maneuver
  Defense (aC/Dr)
  Fighting retreat
  Defense (other)
  Shuck
  Wasp swatter
  Ki anD mystiCism
  Advanced elemental ki powers 
  (advanced talent)
  Elemental ki powers
  Grand elemental ki power 
  (grand talent)
  Ki bolt
  Scroll-fu
  Secret techniques (advanced 
  talent)
  Spirit strike
  Unearthly master (grand 
  talent)
  Unearthly path
  Unearthly way (advanced 
  talent)
  mobiLity
  Prone fighting
  offense
  Advanced pose (advanced talent)
  Endless strikes
  Kata kin
  Martial pose
  Up and over
  Returning throw
  Whirlwind dash (advanced 
  talent)
  
  10
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/More Talents/The Genius Guide to More Monk Talents.pdf