TEXT: THE EXPANDED 
  TM
  5
  &
  Ninja
  
  Design: Jerall Toi
  Additional Design: Matt Blackie,  
  Stu Logan, and Wolfgang Baur
  Editor: Amanda Hamon
  Cover Art: Christophe Swal
  Interior Art: Marc Radle, Mark Smylie, Hugo Solis
  Layout and Graphic Design: Marc Radle
  Art Director: Marc Radle
  Publisher: Wolfgang Baur
  Finance Manager: Shelly Baur
  A NEW PATH FOR YOUR MONK & NINJA CHARACTERS
  The Kobold Press logo and New Paths logo are tradmarks of Open Design LLC. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathfi nderRPG/compatibility for more information on the compatibility license.
  New Paths: The Expanded Monk & Ninja and all other Open Design product names and their respective logos are trademarks of Open 
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  setting descriptions, background, tracking sheets, flavor text, and new archetype descriptions—is Product Identity. All feats, spells, and 
  base class powers are considered Open Game Content.
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  protected under the copyright laws of the United States of America. Any similarity to actual people, organizations, places, or events 
  included herein is purely coincidental.
  5
  TM
  TM
  THE EXPANDED 
  &
  Ninja
  Monk
  
  3
  The expanded Monk
  expanded Monk & ninja
  To the martial artist, one’s approach to combat mirrors 
  one’s approach to life. Just as there are many philosophies 
  regarding how an individual might live, so too are there 
  many martial disciplines, styles, and techniques. Few 
  character concepts so easily exhibit through combat so 
  many different philosophies as the martial artist does
   
  Expanded Monk & Ninja presents several new options 
  for the monk and ninja classes, introducing archetypes 
  and feats to support a variety of new and existing fighting 
  styles. While much of Expanded Monk & Ninja remains 
  best suited for monks and ninjas, there are several options 
  available to other types of characters who might seek to 
  explore martial arts further.
  addiTional Reading  
   and ResouRces
  Readers wishing to learn more about the races, feats, 
  archetypes, and monsters of Midgard referenced 
  within Expanded Monk and Ninja should check out 
  the Midgard Campaign Setting, Player’s Guide to the 
  Crossroads, Player’s Guide to the Dragon Empire, and 
  Midgard Bestiary. 
   
  Further, Expanded Monk and Ninja references 
  several feats and rules found in the following 
  Pathfinder Roleplaying Game products, which are 
  referenced here using the indicated superscripts: 
  Advanced Player’s GuideAPG, Ultimate CombatUC, and 
  Ultimate MagicUM.
  
  4
  New Paths 5
  Classes
  Among martial artists, two paths of study are most popular: 
  those of the monk and ninja. This section offers several 
  archetypes to help customize characters of either class.
  Monk
  Many monks are warrior-artists, striving toward perfection 
  through adherence to strict philosophies and rigorous 
  martial training. Where many focus on the self and on 
  their physical bodies, some seek perfection along other 
  paths. Along these paths, monks seek enlightenment 
  through companionship with animals, perfection through 
  the mastery of a single weapon, and harmony through 
  the contemplation of the endless opportunities found in a 
  single, blank sheet of paper.
  Archetypes
  The following archetypes are available to monks.
  BeAst-soul Monk
  Where many martial artists practice imitative fighting 
  styles, aiming to mimic the deadliness of natural beasts, the 
  beast-soul monk strives for far more than mere mimicry. 
  The beast-soul monk trains and specializes in a particular 
  imitative fighting style and, as part of such training, he 
  forms a bond with an animal of the type he seeks to emulate. 
  As the beast-soul monk’s training progresses, he learns to 
  use his ki to reshape his body to match his companion’s 
  form. A beast-soul monk has the following class features.
  Class Skills
  The beast-soul monk adds Handle Animal and Knowledge 
  (nature) to his list of class skills.
  Animal Companion (Ex): At 1st level, a beast-soul monk 
  selects one of the following imitative fighting styles as 
  his specialty: crane, mantis, monkey, snake, or tiger. 
  The beast-soul gains an animal companion based on his 
  chosen specialty. This ability functions like the druid 
  animal companion ability (which is part of the nature 
  bond class feature), but the beast-soul monk must take 
  an animal companion associated with his specialty. If he 
  selected crane, he must take the bird animal companion; 
  for mantis, he must take the mantis animal companionUM; 
  for monkey, he must take the ape animal companion; 
  for snake, he must take the snake (constrictor or viper) 
  animal companion; and for tiger, he must take the cat 
  (big) animal companion. The beast-soul monk’s effective 
  druid level for this ability is equal to his monk level. This 
  ability replaces flurry of blows and stunning fist.
  Bonus Feats: In addition to the normal monk bonus feats, 
  a beast-soul monk may select the style feat associated 
  with his animal companion (Crane Style, Mantis Style, 
  Monkey Style, Snake Style or Tiger Style). He does not 
  have to meet the prerequisites of that feat. Alternatively, 
  he may choose a feat in that style’s feat path (such as 
  Mantis Wisdom) as one of these bonus feats if he already 
  has the appropriate style feat (such as Mantis Style). He 
  does not need to meet any other prerequisite of the feat 
  in the style’s feat path.
  Beast Shape (Su): At 7th level, a beast-soul monk may 
  spend 2 points from his ki pool to transform into an 
  animal of the same type as his animal companion. This 
  ability functions as beast shape I (or vermin shape IUM 
  for a mantis) with a caster level equal to the beast-soul 
  monk’s class level. At 12th level, this ability functions as 
  beast shape II or vermin shape II.  This ability replaces 
  wholeness of body and abundant step.
  clockwork Monk 
  (Racial Archetype)
  Forged of brass and copper, those gearforged that choose 
  to follow the path of the monk do so with a unique 
  philosophy and approach; they seek self-perfection 
  through realizing harmony among their metallic bodies, 
  memory gears, and soul gems. A clockwork monk has the 
  following class features.
  Weapon and Armor Proficiency: A clockwork monk is 
  proficient with light and medium armor in addition to 
  his normal weapon and armor proficiencies.
  Bonus Feats: A clockwork monk adds all feats with 
  gearforged as a prerequisite to his list of bonus feats. 
  The gearforged must still pay the gp cost associated with 
  any gearforged feat selected. At 2nd level and above, 
  a clockwork monk may even select feats that could 
  normally only be selected at 1st level as bonus feats, as he 
  strives for physical perfection. Where these feats grant a 
  physical item, such as Gearforged Utility, the clockwork 
  monk must pay the full gp price for the item when 
  selecting the feat at 2nd level or later.
  The full rules for the gearforged race and a selection 
  of gearforged racial traits and feats appear in the 
  Midgard Player’s Guide to the Crossroads and the 
  upcoming Advanced Races: Gearforged
  The following feat is available to all gearforged.
  GEARFORGED UTILITY 
  A tool of your trade was reborn with you. 
  Prerequisites: Gearforged, must be taken at 1st level. 
  Benefit: Choose one piece of your starting 
  equipment: a single weapon, your armor, or a 
  shield. This item is of masterwork quality and was 
  forged as part of your body. As such, its weight 
  does not count against your encumbrance. Because 
  it was designed to fit only you, it performs as if 
  broken when used by any other creature. 
  
  5
  the expAnded Monk
  Augmented Construct (Ex): At 3rd level, a clockwork 
  monk gains 2 hp and an additional 2 hp for every feat he 
  has selected, or selects hereafter, that has gearforged as a 
  prerequisite. This ability replaces still mind.
  Armored Monk (Ex): At 5th level, a clockwork monk 
  wearing light armor made through metal gained through 
  the Gearforged Utility feat does not lose his ability to 
  use flurry of blows. At 11th level, a clockwork monk no 
  longer loses his fast movement when wearing armor in 
  this manner. At 17th level, a clockwork monk no longer 
  loses his AC bonus when wearing armor in this manner. 
  This ability replaces purity of body, diamond body, and 
  timeless body.
  Inevitable Form: At 20th level, a clockwork monk becomes 
  a magical creature. He is forevermore treated as an 
  outsider and a construct for the purpose of spells and 
  magical effects. Additionally, the monk gains damage 
  reduction 10/chaotic and regeneration 1 (chaotic). This 
  ability replaces perfect self.
  Monk of the  
  coMpliAnt style rod
  The monk of the compliant style rod sees the humble 
  staff as an extension of the self. He seeks enlightenment 
  through understanding the countless styles that have been 
  developed for the use of the simple staff.
  Weapon Proficiency: A monk of the compliant style rod 
  gains weapon proficiency with the bo staffUC in addition 
  to the normal monk weapon proficiencies.
  Bonus Feats: A monk of the compliant style rod adds the 
  following feats to his list of bonus feats: Polearm Acrobat 
  and Two-Weapon Defense. At 6th level, the following 
  feats are added to the list: Shield of SwingsAPG, and 
  Tripping StaffUM. At 10th level, the following feats are 
  added to the list: Lunge and Tripping WhirlUM. A monk 
  of the compliant style rod may apply the benefits of 
  Tripping Staff and Tripping Whirl to a bo staff.
  Staff Mastery: At 1st level, a monk of the compliant 
  style rod gains either Bo Staff Master or Quarterstaff 
  MasterUM as a bonus feat. This replaces the bonus feat 
  gained at 1st level.
  Unarmed Strike: The unarmed strike damage of a monk 
  of the compliant style rod does not increase at 4th level 
  and above.
  Iron Bar Strike (Su): At 4th level, a monk of the compliant 
  rod style can spend 1 point from his ki pool as a 
  swift action to increase the damage dealt by any club, 
  quarterstaff, or bo staff carried by the monk as if the 
  weapon were one size category larger until the end of 
  his next round. At 8th level, a monk of the compliant 
  rod style can spend 2 points from ki pool to instead 
  increase the damage dealt by a qualifying weapon as if 
  it were two size categories larger. At 12th level, a monk 
  of the compliant rod style can spend 3 points from ki 
  pool to instead increase the damage dealt by a qualifying 
  weapon as if it were three size categories larger. Only the 
  monk may benefit from this ability; if anyone else uses 
  one of the weapons to make an attack, it deals damage as 
  normal for its size. Iron bar strike does not change the 
  effort required to wield the weapon. This ability replaces 
  slow fall and abundant step.
  Monk of the  
  Glorious endeAvor 
  While all monks strive in some way to achieve physical 
  and spiritual enlightenment, the monks of the Order of 
  the Glorious Endeavor pursue highly specialized tasks as a 
  means of expressing their spiritual achievements. To these 
  monks, perfection is not found in balance. Instead it is found 
  in reaching the greatest possible heights of a single art.
  Weapon and Armor Proficiency: A monk of the glorious 
  endeavor is proficient with only a single weapon, 
  which is chosen at 1st level. This may be any weapon, 
  including exotic weapons but excluding shields or armor 
  
  6
  New Paths 5
  spikes. Once selected, the weapon proficiency cannot 
  be changed. This replaces the normal monk weapon 
  proficiencies.
  Chosen Weapon (Ex): A monk of the glorious endeavor 
  emphasizes unity with his chosen weapon. Whenever a 
  monk wields a weapon other than his chosen weapon, he 
  loses his AC bonus, his fast movement ability and flurry 
  of blows ability as if he were wearing armor or carrying 
  a medium or heavy load (and he suffers normal non-
  proficiency penalties). A monk of the glorious endeavor 
  may still make unarmed strikes without penalty.
  Flurry of Blows (Ex): Starting at 1st level, a monk of the 
  glorious endeavor can make a flurry of blows using any 
  combination of unarmed strikes or attacks with his chosen 
  weapon. A monk of the glorious endeavor’s flurry of blows 
  otherwise functions as normal for a monk of his level.
  Unarmed Strike: A monk of the glorious endeavor places 
  emphasis on striking with his chosen weapon rather 
  than with his fists or feet. His damage die increases for 
  unarmed strikes, therefore, occur more slowly: 1d8 at 8th 
  level, 1d10 at 12th level, and 2d6 at 16th level. A monk 
  of the glorious endeavor’s unarmed strikes otherwise 
  function as normal for a monk of his level.
  Focused Training (Ex): At 1st level, a monk of the glorious 
  endeavor receives the Weapon Focus feat. At 5th level, 
  they receive the Weapon Specialization feat. At 10th 
  level, they receive the Greater Weapon Focus feat. These 
  feats must apply to the monk’s chosen weapon.
  Style Specialization (Ex): Starting at 2nd level, and every 
  four levels thereafter, a monk of the glorious endeavor 
  selects a bonus feat dependent on his chosen weapon’s 
  type: light, one-handed, two-handed, or ranged. All 
  monks of the glorious endeavor add Dazzling Display to 
  the list of feats at 2nd level, Shatter Defenses at 6th level, 
  and Improved Critical and Deadly Stroke at 10th level. 
  All other bonus feats must be selected from Table 1-1: 
  Bonus Feats by Weapon Type. This ability replaces the 
  monk’s normal bonus feats. A monk need not have any 
  of the prerequisites normally required for these feats to 
  select them, but he loses all benefits of these feats when 
  using a weapon other than his chosen weapon.
  Distant Grasp (Su): At 5th level, a monk of the glorious 
  endeavor may spend 1 ki point as a move action to 
  call his chosen weapon into his hand. This ability has 
  a range of 30 ft., and it must target a weapon the monk 
  has carried for at least 24 hrs. If another creature holds 
  the weapon, the monk may instead make a disarm 
  combat maneuver check at a –5 penalty to tear it free of 
  the creature’s grasp. The disarm attempt may be made 
  without provoking an attack of opportunity. This ability 
  replaces purity of body.
  Unyielding and Unchanging (Su): At 7th level, a monk 
  of the glorious endeavor may spend 1 ki point as an 
  immediate action to gain a +4 bonus on saving throws 
  against effects targeting his chosen weapon (such as warp 
  wood or heat metal) and a +4 to CMD against disarm or 
  sunder attempts until the beginning of the monk’s next 
  turn. This bonus increases to +5 at 12th level, and +6 at 
  17th level. This ability replaces wholeness of body.
  Extension of the Self (Ex): At 9th level, a monk of the 
  glorious endeavor may use any feat that benefits his 
  unarmed strikes with his chosen weapon. This ability 
  replaces improved evasion. 
  Unstoppable Strike (Su): At 11th level, a monk of the 
  glorious endeavor may spend 1 ki point as a swift action 
  to ignore up to 5 points of DR when attacking with his 
  chosen weapon. At 16th level, he may spend 2 ki points 
  as a swift action to ignore up to 10 points of DR. This 
  ability lasts until the beginning of the monk’s next turn. 
  This ability replaces diamond body.
  Ascendant Strike (Ex): At 15th level, once per day, the 
  monk of the glorious endeavor chooses one target and 
  adds his Wisdom bonus (if any) to his attack rolls. He 
  adds his monk level to all damage rolls made against the 
  selected target for one round. Regardless of the target, 
  ascendant strike attacks bypass any DR the creature 
  might possess. At 16th and every level thereafter, the 
  monk may do this for one additional time per day. This 
  ability replaces quivering palm.
  Unity of Form (Su): At 19th level, a monk of the glorious 
  endeavor’s chosen weapon thrums with his spiritual 
  nature. The monk may spend 3 ki points to turn his 
  weapon into an instrument of law for one hour. This 
  functions as the spell holy sword, but the weapon becomes 
  a +5 axiomatic weapon instead, and it emanates a magic 
  circle against chaos. This ability replaces empty body.
  Table 1-1: Bonus Feats by Weapon Type
   Weapon Type
  Bonus Feats
  Light
  Agile Maneuvers, Combat Reflexes, Dodge, and Weapon Finesse. At 6th level, add Mobility and 
  SidestepAPG. At 10th level, add Spring Attack and Teleport TacticianAPG. 
  One-Handed
  Blind-Fight, Improved Disarm, and Improved Trip. At 6th level, add Greater Disarm and Greater 
  Trip. At 10th level, add Disarming StrikeAPG and Tripping StrikeAPG.
  Two-Handed
  Cleave, Improved Sunder, Power Attack, and Shield of SwingsAPG. At 6th level, add Furious FocusAPG 
  and Greater Sunder. At 10th level, add Cleaving FinishUC and Sundering StrikeAPG.
  Ranged
  Point-Blank Shot, Precise Shot, and Rapid Reload. At 6th level, add Improved Precise Shot and Snap 
  ShotUC. At 10th level, add Improved Snap ShotUC and Shot on the Run.
  
  7
  The expanded Monk
  Darakhul Hunger Monks
  Within the Empire of the Ghouls in Midgard, it is 
  not uncommon for the practice and study of martial 
  techniques, often considered unsavory, to flourish. 
  There, in subterranean monasteries, darakhul monks 
  have developed a powerful martial art combining 
  powerful kicks with more esoteric techniques, which 
  are designed to sap a foe’s life force and ki. 
   
  A darakhul hunger monk may select both the 
  hungry ghost monkAPG and monk of the peerless 
  mountain archetypes, even though they both modify 
  the same class features. If a darakhul hunger monk 
  selects both archetypes, he does not gain the high 
  jump class feature and the bonus feat at 6th level.
  Monk of The  
  peeRless MounTain
  The leg is longer, larger, and heavier than the arm, and it 
  is capable of dealing tremendous damage. The monk of 
  the peerless mountain is a master of powerful high and 
  aerial kicks. He is capable of felling multiple foes with 
  one fluid movement.
  Bonus Feats: A monk of the peerless mountain replaces 
  the normal monk bonus feats with the following: Combat 
  Reflexes, Deflect Arrows, Dodge, Fleet, Improved Trip, 
  Nimble Moves, and Vicious StompUC. At 6th level, the 
  following feats are added to the list: Acrobatic Steps, 
  Cleaving FinishUC, Greater Trip, Mobility, Power Attack, 
  and Step Up. At 10th level, the following feats are added 
  to the list: Greater Cleaving FinishUC, Spring Attack, 
  Tripping StrikeAPG, and Wind Stance.
  Reaping Winds Kick (Ex): At 1st level, a monk of the 
  peerless mountain gains Cleave as a bonus feat, and he 
  does not take the normal –2 penalty to AC when using 
  the Cleave feat. At 8th level, the monk gains Great Cleave 
  as a bonus feat. From thereon, he does not take the 
  normal –2 penalty to AC when using Great Cleave. At 
  15th level, the monk gains Whirlwind Attack as a bonus 
  feat. He may use these feats even if he does not meet the 
  prerequisites. When using the Cleave, Great Cleave, or 
  Whirlwind Attack feats, a monk of the peerless mountain 
  
  8
  New Paths 5
  treats his base attacks bonus from his monk class as equal 
  to his monk level. This ability replaces flurry of blows.
  Twisting Spiral (Ex): At 2nd level, whenever a monk of 
  the peerless mountain uses Cleave or Great Cleave, if the 
  initial attack hits, he may take one 5-ft. step as a free action 
  before making his additional attacks. If doing so places a 
  creature within his threatened area, that creature becomes 
  a legal target for the additional Cleave attack or attacks, 
  as long as the attacks meet all the other prerequisites. This 
  ability replaces the bonus feat gained at 2nd level.
  Reverse Hook Kick (Ex): At 4th level, a monk of the 
  peerless mountain may spend 1 point from his ki pool 
  as an immediate action to reroll any unarmed attack roll 
  made while using the Cleave, 
  Great Cleave, or Whirlwind 
  Attack feats. The monk must take 
  the result of the second roll even 
  if it is worse than the first. This 
  ability replaces slow fall.
  Eye of the Hurricane (Ex): At 5th  
  level, when using Cleave or Great 
  Cleave, if his initial attack hits a 
  monk of the peerless mountain may 
  spend 1 point from his ki pool as a 
  swift action. If he does so, for one 
  round thereafter, the monk may make 
  the additional attacks granted by the 
  Cleave and Great Cleave feats against 
  any creature he threatens; the targets 
  need not be adjacent to one another. 
  This ability replaces purity of body.
  Storm of One Hundred Kicks (Ex): 
  At 15th level,  whenever the 
  monk of the peerless mountain 
  successfully confirms an 
  unarmed critical hit against 
  an opponent, he may make 
  an additional unarmed 
  strike against that opponent 
  as a free action. This ability 
  replaces quivering palm.
  papeR dRake Monk
  The paper drake monk seeks perfection through the 
  exploration of the endless opportunities of a blank page—
  which might be folded into shapes limited only by the 
  imagination.
  Folded Form (Ex): At 3rd level, the monk adds 1/2 his 
  level to Escape Artist checks. This ability replaces 
  maneuver training.
  Crumpled Form (Ex): At 3rd level, the monk learns to 
  fold, collapse, and bend his body around blunt force. 
  The paper drake monk gains DR 1/slashing or piercing. 
  This DR increases by 1 for every 3 levels thereafter. This 
  ability replaces fast movement.
  Torn Form (Su): At 7th level, the paper drake monk may 
  spend 1 point from his ki  pool as a standard action to 
  change his size and shape, growing one size category 
  smaller or larger as per the reduce person and enlarge 
  person spells respectively, with a caster level equal to his 
  monk level. This ability replaces wholeness of body.
  One Thousand Cranes (Su): At 12th level, by spending 4 
  points from his ki pool as a standard action, the monk 
  can change into a swarm of paper cranes. The swarm 
  has the same statistics as a bat swarm (see the Pathfinder 
  Roleplaying Game Bestiary), except that the swarm has 
  the same number of hit points as the 
  monk, and any damage done to the 
  swarm affects the monk. 
   
         While in swarm form, a monk 
  cannot use his normal attacks or 
  any special attacks that rely on his 
  The Book of Drakes features a paper drake. These 
  curious creatures look as if they were folded from 
  massive sheets of paper; able to fold, crumple, 
  and bend like paper, the paper drake monk seeks 
  to emulate these small dragons in movement and 
  strange philosophy.
   
  The Book of Drakes introduces several new 
  drakes and player options, including rules and 
  guidelines for playing as a drake PC. Drakes make 
  excellent druids, rogues, or sorcerers, but are also 
  flexible enough to assume almost any role, including 
  masterful ninjas or even unarmed martial artists 
  in their own right (thanks to the Feral Combat 
  TrainingUC feat).
  
  9
  The expanded Monk
  physical form. He gains the swarm’s natural weapons and 
  extraordinary special attacks instead. He also retains all 
  of his usual special qualities. While in swarm form, the 
  monk is still considered a creature of his normal creature 
  type. The monk can remain in swarm form for one round 
  per level, and he can choose to assume his normal form as 
  a standard action. This ability replaces abundant step.
  six TalisMans Monk
  A six talismans monk does not train to achieve self-
  perfection. He instead dedicates himself to the protection 
  of others by using a blend of martial skill and sealing 
  techniques to bind the countless creatures that prey upon 
  the innocent.
  Skills: The six talismans monk adds Use Magic Device to his 
  list of class skills. 
  Paper Talisman (Su): In addition to his martial training, a 
  six talismans monk is adept at swiftly creating magical, 
  paper talismans that he can use to harm or control 
  opponents. A six talismans monk can use a number of 
  paper talismans each day equal to his class level. 
      Creating a paper talisman uses a small measure of its 
  creator’s ki, and it is therefore only useable by its creator. 
  As a result, until the six talismans monk gains full access 
  to his ki pool at 4th level, the strength and variety of his 
  paper talismans remains limited. Each paper talisman 
  requires one sheet of paper; a sheet of paper may be used 
  as a paper talisman only once. 
     
  Creating a paper talisman and attacking with it 
  requires a standard action that does not provoke an 
  attack of opportunity (unless the monk makes a ranged 
  attack with the paper talisman). A paper talisman 
  functions only once it is attached to a creature. 
     
  The monk can attach a talisman as a melee touch 
  attack or as part of an unarmed strike. A missed attack 
  does not consume the paper talisman. An attached 
  paper talisman forms a strong bond with the affected 
  creature. Physical force alone is not enough to remove it; 
  the talisman remains attached and the spell remains in 
  effect until the spell’s maximum duration expires, until 
  the creature succeeds at a subsequent saving throw as 
  allowed by the individual spells, or until the spell effect is 
  successfully dispelled. A six talismans monk may remove 
  his own paper talisman from an adjacent creature as a 
  swift action. Paper talismans are fragile, and they are 
  treated as normal sheets of paper (with no hardness and 
  1 hp) while unattached. 
     
  At 1st level, once it is attached to a creature, a paper 
  talisman quickly ignites and explodes, dealing 1d6 points 
  of fire damage plus additional damage that is equal to the 
  monk’s Wisdom modifier to the creature. At 4th level, as 
  long as the six talismans monk has at least 1 point in his 
  ki pool, he can deliver a paper talisman as a ranged touch 
  attack with a range increment of 20 ft. A missed ranged 
  attack consumes the paper talisman. 
     
  Additionally, from 4th level onwards, the monk 
  gains the ability to apply conditions through his paper 
  talismans instead of dealing damage. At 4th level, the 
  monk may spend 1 point from his ki pool as a free action 
  to modify the next paper talisman he creates. Instead of 
  dealing damage, the paper talisman instead functions 
  as a hold person spell with a caster level equal to the six 
  talismans monk’s class level. Its save DC equal to 1/2 the 
  monk’s class level plus his Wisdom modifier. 
     
  At 8th level, by spending 2 points from his ki pool, 
  the monk may use his paper talisman as a blindness/
  deafness spell. At 12th level, by spending 3 points from 
  his ki pool, the monk may use his paper talisman as a 
  dimensional anchor spell. At 16th level, by spending 4 
  points from his ki pool as a swift action, the monk may 
  use his paper talismans as a hold monster spell. At 20th 
  level, by spending 5 points from his ki pool as a swift 
  action, the monk may use his paper talisman as a flesh to 
  stone spell. This ability replaces stunning fist.
  Empty Page (Ex): At 3rd level, the six talismans monk uses 
  his Wisdom modifier instead of his Charisma modifier 
  when using the Use Magic Device skill to activate a 
  scroll. This ability replaces still mind.
  Unarmed Strike: A six talismans monk’s unarmed strike 
  damage does not increase at 4th level and above.
  Focused Will (Su): At 4th level, the six talismans monk 
  may use a move action to focus on one already-attached 
  paper talisman that allows a save to end an effect, such as 
  a paper talisman being used as a hold person spell. The 
  DC to end the effect increases by +1, plus an additional 
  +1 every 4 levels thereafter (maximum +5 at 20th level)
  This replaces increased unarmed damage.
  Ninja
  The ninja is a master of misdirection, infiltration, sabotage, 
  and assassination. Even within those areas, though, one can 
  still find a great variety of tools and techniques. 
  MasTeR TRicks
  The following master tricks are available to ninjas.
  Elemental Fist: A ninja that selects this trick gains 
  Elemental FistAPG as a bonus feat. The ninja must have 
  Improved Unarmed Strike before selecting this trick. 
  An elemental ninja may select this as a ninja trick, 
  rather than as a master trick. An elemental ninja with 
  this trick can use Elemental fist as if she were a monk of 
  the four windsAPG.
  Elemental Fusion (Su): The ninja selects a second 
  elemental arcane school and gains all the benefits 
  thereof—except she treats her wizard level as 1/2 her 
  ninja level for the second school. The ninja must have the 
  elemental school class feature before selecting this trick.
  Empty Form (Su): As a swift action, the ninja can turn her 
  body and gear into mist for one round per level. This 
  
  10
  New Paths 5
  MisT sTalkeR
  Shadow Strike: At 1st level, the mist stalker gains Shadow 
  StrikeAPG as a bonus feat. This ability replaces poison use.
  Hidden Cloud Sight (Ex): At 3rd level, the mist stalker 
  reduces the miss chance from concealment or total 
  concealment caused by natural or magical mists, fogs, 
  and gases, including smoke, by 5 percent. The miss 
  chance reduces by a further 5 percent every three levels 
  thereafter (minimum of zero percent). This ability 
  replaces no trace.
  Blood on the Mist (Ex): At 4th level, as long as the mist 
  stalker has at least 1 point in her ki pool, she gains 
  blindsense 10 ft. when magical mists, fogs, and gases—
  including smoke—grant concealment to her enemies. At 
  8th level, the mist stalker’s blindsense range increases to 
  20 ft. This ability replaces uncanny dodge and improved 
  uncanny dodge.
  Ninja tricks: The following ninja tricks complement the 
  mist stalker archetype: choking bombUC, darkvisionUC, 
  poison bombUC, slow metabolismUC, and smoke bombUC.
  Master tricks: The following master tricks complement the 
  mist stalker archetype: blinding bombUC, empty form, 
  and smoke demon.
  Feats
  All true martial artists, regardless of creed or personal 
  philosophy, spend countless hours training their bodies, 
  minds and spirits. The results of such hard training are 
  often revealed to the world as unique and exotic fighting 
  techniques and styles.
  new sTyle feaTs
  This chapter introduces a sampling of new fighting styles, 
  using the rules for style feats introduced in Ultimate Combat.
  Broken Mirror Style: An unusual style that blends illusion 
  magic and martial mastery, the broken mirror style 
  teaches adherents to skillfully manage illusory copies of 
  themselves to trick, manipulate, and overwhelm their foes.
  Feat path: Broken Mirror Style, Broken Mirror Shards, 
  Broken Mirror Trap.
  Death Butterfly Style: Lithe and nimble, practitioners of 
  this graceful martial art spend years mastering dance-
  like katas and routines. Combining skillful blade work, 
  precise footing, and circular arm movements, this style 
  mirrors the fluttering of butterfly wings. Masters of the 
  style go beyond mimicry of simple terrestrial butterflies; 
  instead, they look to the moths and butterflies native 
  to the Shadow Plane, or to those terrestrial species 
  also corrupted by negative energy and these insects’ 
  ability functions as gaseous form. Using this ability uses 
  up 1 ki point. 
  Smoke Demon (Su): While in gaseous form, the ninja can 
  enter a target’s square as a standard action that does not 
  provoke an attack of opportunity. The target must make 
  a Fortitude save (DC 1/2 the monk’s class level plus her 
  Charisma modifier) or inhale part of the ninja. The ninja 
  solidifies part of herself inside the victim and attacks the 
  target from within it, automatically dealing her unarmed 
  strike damage and sneak attack damage per round as 
  a standard action. If the target moves, the ninja may 
  automatically move with the target. This movement does 
  not count toward her movement and does not provoke 
  attacks of opportunity against the ninja. Each round, 
  the target can attempt another Fortitude save to cough 
  the ninja out, which ends the internal attacks and forces 
  the ninja into an adjacent square, though the ninja still 
  maintains her gaseous form. Creatures that do not need 
  to breathe are immune to this attack. The ninja must have 
  the empty form master trick before selecting this trick.
  aRcheTypes
  The following archetypes are available to ninjas.
  eleMenTal ninja 
  The elemental ninja combines mastery over her chosen 
  element with her acrobatic, infiltration, and martial skill 
  sets. Individual ninja clans often show an affinity for one 
  element, as each clan often follows unique philosophies 
  and approaches that are tied to their element, to life, 
  death, and combat. 
  Skills: The elemental ninja adds Knowledge (planes) to her 
  list of class skills.
  Elemental School: At 1st level, the elemental ninja 
  specializes in one of the following elements: air, earth, 
  fire, or water. This functions as the wizard’s arcane school 
  feature, except that the ninja’s selection is limited to the 
  elemental arcane schools as presented in the Advanced 
  Player’s Guide. The ninja uses her ninja level as her wizard 
  level, and she uses her Charisma modifier instead of her 
  Intelligence modifier for all abilities tied to her chosen 
  elemental arcane school. Wizard levels stack with her ninja 
  levels if she selects the same elemental arcane school as 
  her wizardly arcane school. This ability replaces poison use 
  and the ninja trick gained at 4th, 8th, 12th, and 16th level.
  Ninja tricks: The following ninja tricks complement the 
  elemental ninja archetype: elemental fist, ki chargeUC, 
  unarmed combat trainingUC, vanishing trickUC, and 
  ventriloquismUC. If the ninja selects ki charge, she deals 
  energy damage that matches her chosen elemental school, 
  instead of fire damage: lightning damage (air), acid 
  damage (earth), fire damage (fire), or cold damage (water).
  Master tricks: The following master tricks complement 
  the elemental ninja archetype: elemental fusion and 
  unarmed combat masteryUC.
  
  11
  The expanded Monk
  Table 3.1: Feats
  Feats
  Prerequisites
  Benefits
  Bo Staff Master*
  Weapon Focus (bo staff), base attack bonus +5
  Use a bo staff as a reach weapon
  Coiled Strength*
  Dexterity 13+, Weapon Finesse, base attack 
  bonus +1
  Add dexterity to attack and damage rolls made 
  with flails
  Combination 
  Finish*
  Improved Unarmed Strike, base attack bonus +6 
  or monk level 5th
  Increase the DC of Elemental Fist, Punishing 
  Kick, or Stunning Fist attempts made as part of a 
  full-attack.
  Gear Shred*
  Gearforged, Improved Unarmed Strike, base 
  attack bonus +3 or monk level 3rd
  Clockworks and gears deal extra damage when 
  grappling
  Greater Paper 
  Talisman
  Paper talisman class feature, monk level 3rd
  Paper talismans deal extra damage
  Divine Paper 
  Talisman
  Paper talisman class feature, Greater Paper 
  Talisman
  Paper talismans deal damage resulting from a 
  divine source
  One-Inch Punch*
  Improved Unarmed Strike, Stunning Fist
  Bull rush an enemy after a successful Stunning 
  Fist
  Polearm Acrobat*
  Acrobatics 1 rank
  Your polearm aids your balance
  Ring the Bell*
  Improved Unarmed Strike, Stunning Fist, base 
  attack bonus +12 or monk level 11th
  You may attempt a Stunning Fist twice per round
  Undeath Seal
  Paper talisman class feature, monk level 4th
  Paper talismans can affect undead
  Style Feats
  Prerequisites
  Benefits
  Broken Mirror 
  Style*
  Improved Unarmed Strike, shadow clone ninja 
  trick or ability to cast mirror image, Spellcraft 3 
  ranks
  Mirror images aid attempts to feint in combat
  Broken Mirror 
  Shards*
  Improved Unarmed Strike, Broken Mirror Style, 
  shadow clone ninja trick or ability to cast mirror 
  image, Spellcraft 6 ranks
  Create extra images when you confirm and 
  unarmed critical hit
  Broken Mirror 
  Trap*
  Improved Unarmed Strike, Broken Mirror Shards, 
  Broken Mirror Style, shadow clone ninja trick or 
  ability to cast mirror image, Spellcraft 9 ranks
  Enemies provoke attacks of opportunity when 
  they destroy your images
  Death Butterfly 
  Style*
  Wis 13, Elemental Fist, Improved Unarmed Strike, 
  Acrobatics 5 ranks, Perform (dance) 5 ranks
  Use Elemental Fist to deal ongoing acid damage
  Death Butterfly 
  Wings*
  Dex 13, Wis 13, Death Butterfly Style, Elemental 
  Fist, Improved Unarmed Strike, Acrobatics 8 
  ranks, Perform (dance) 8 ranks.
  Increase the length of ongoing Elemental Fist acid 
  damage
  Death Butterfly 
  Blossom*
  Dex 13, Wis 13, Death Butterfly Style, Death 
  Butterfly Storm, Elemental Fist, Improved 
  Unarmed Strike, Acrobatics 11 ranks, Perform 
  (dance) 11 ranks
  Use Elemental Fist to hatch a swarm of shadowy 
  butterflies
  Desert Scorpion 
  Style*
  Wis 13, Improved Unarmed Strike, Acrobatics 3 
  ranks, Escape Artist 3 ranks
  Treated as one size category smaller when 
  determining melee damage and size bonus to 
  attack rolls and AC
  Desert  Scorpion 
  Hunter*
  Wis 13, Improved Grapple, Improved Unarmed 
  Strike, Desert Scorpion Style, Acrobatics 6 ranks, 
  Escape Artist 6 ranks
  May make unarmed attack with no penalty when 
  grappled; may attack even when pinned
  Desert  Scorpion 
  Horror*
  Wis 13, Improved Grapple, Improved Trip, 
  Improved Unarmed Strike, Desert Scorpion 
  Hunter, Desert Scorpion Style, Acrobatics 9 
  ranks, Escape Artist 9 rank
  Trip opponent, as a swift action, after other 
  successful combat maneuver
  Eagle Style*
  Dex 13, Improved Dirty Trick, Improved 
  Unarmed Strike, Heal 6 ranks
  Deal slashing damage with unarmed strikes and 
  silence foes with a dirty trick maneuver
  Eagle Talon*
  Dex 13, Wis 13, Eagle Style, Improved Dirty 
  Trick, Improved Unarmed Strike, Heal 9 ranks
  Deliver two conditions with one dirty trick 
  maneuver
  
  12
  New Paths 5
  larval young. Through imbuing their attacks with both 
  shadow-stuff and the element of acid, masters learn to 
  produce their own larvae. They often implant them in 
  enemies, which then serve as incubators for the next 
  generation of butterflies.
  Feat path: Death Butterfly Style, Death Butterfly Wings, 
  Death Butterfly Blossom.
  Desert Scorpion Style: Adherents of this style are 
  known for their strange stances and footwork, their 
  skittering movements across the battlefield, and their 
  ability to attack from awkward and unexpected angles. 
  Practitioners often walk upon both hands and one foot, 
  or upon both hands, while they often leave one or both 
  legs raised as if it were a scorpion’s tail ready to lash out.
  Feat path: Scorpion Style, Scorpion Hunter, Scorpion 
  Horror.
  Eagle Style: The eagle style features strong upward and 
  downward movements, accurate strikes to vulnerable 
  areas of the body, and painful joint locks, grips, and 
  takedowns. Practitioners emphasize strengthening the 
  fingers, aiming to mimic an eagle’s flesh-tearing talons.
  Feat path: Eagle Style, Eagle Flight Apex, Eagle Flight 
  Swoop.
  Nightwave Style: Nightwave style encapsulates the 
  ferocity and lethal hunting techniques of the mightiest 
  of the known nightshades: the nightwave. Practitioners 
  undergo harsh training, hardening their bodies in 
  order to fight effortlessly in difficult or dangerous 
  environments; this makes them deadly both in and 
  out of the water. Masters of the style can conjure forth 
  the freezing waters from the blackest depths, which 
  nightwaves call home, to drown their foes.
  Feat path: Nightwave Style, Nightwave Jaws, Nightwave 
  Drown.
  new feaTs
  The following feats are available to those martial artists 
  who qualify for them.
  BO STAFF MASTER (COMBAT)
  You are able to use your bo staff to strike foes beyond your 
  normal reach.
  Prerequisites: Weapon Focus (bo staff), base attack bonus +5.
  Benefit: By employing a number of different stances and 
  techniques, you can wield a bo staff as a two-handed 
  weapon with the blocking, reach, and monk weapon 
  qualities. At the start of your turn, you can change your 
  grip on the staff as a free action, choosing to use it as 
  a double weapon, as per normal, or as a reach weapon 
  until the start of your next turn. When wielded as a 
  reach weapon, you may not use the bo staff as a double 
  weapon. You can take the feat Weapon Specialization in 
  the bo staff even if you have no fighter levels.
  BROKEN MIRROR SHARDS (COMBAT)
  When each of your copies falls, there is another that takes 
  its place.
  Prerequisites: Improved Unarmed Strike; Broken Mirror 
  Style; shadow clone ninja trick or ability to cast mirror 
  image; Spellcraft 6 ranks.
  Benefit: While using Broken Mirror Style and while under 
  the effect of a mirror image you have cast, whenever 
  you score a critical hit with an unarmed strike, you 
  can choose to create another image as a swift action. 
  You can create a number of maximum images equal to 
  the maximum allowed by your caster level and by the 
  Broken Mirror Style.
  BROKEN MIRROR STYLE (COMBAT, STYLE)
  You never fight alone; you are an army.
  Prerequisites: Improved Unarmed Strike, shadow clone ninja 
  trick or ability to cast mirror image, Spellcraft 3 ranks.
  Benefit: When you create illusory doubles with mirror 
  image or using the shadow clone ninja trick, you create 
  one extra image, which may allow you to exceed the 
  normal maximum number of images allowed. While using 
  Broken Mirror Style and while under the effect of a mirror 
  image you have cast (not one cast from a spell completion 
  or spell trigger item), you can lend your images some 
  independence. This independence allows them to move 
  differently from you, and each portrays a different possible 
  action. This movement does not allow an image to leave 
  your square. The independent movement of your images 
  creates a confusing display and grants you a +1 bonus per 
  image (maximum +4) to checks to feint in combat. An 
  opponent must be able to see the images to be fooled. 
  Eagle Flight 
  Swoop*
  Dex 15, Wis 13, Eagle Style, Eagle Talons, 
  Improved Dirty Trick, Improved Unarmed 
  Strike, Heal 12 ranks
  Perform dirty trick after successful unarmed 
  critical hit
  Nightwave Style*
  Wis 13, Improved Unarmed Strike, Stealth 5 
  ranks, Swim 5 ranks
  Liquids do not hinder movement, no penalties to 
  unarmed attack and damage rolls while underwater
  Nightwave Jaws*
  Con 13, Wis 13, Improved Unarmed Strike, 
  Nightwave Style, Stealth 8 ranks, Swim 8 ranks
  Hold breath for twice as long as normal and deal 
  bleed damage to flatfooted foes
  Nightwave 
  Drown*
  Con 13, Wis 13, Elemental Fist, Improved 
  Unarmed Strike, Nightwave Jaws, Nightwave 
  Style, Stealth 11 ranks, Swim 11 ranks
  Summon freezing waters from the Negative 
  Energy Plane to drown foes
  * This is a combat feat and can be selected as a fighter bonus feat.
  
  13
  The expanded Monk
  Normal: When mirror image is cast, 1d4 images plus one 
  image per three caster levels (maximum eight images 
  total) are created. These images remain in your space 
  and move with you, mimicking your movements, 
  sounds, and actions exactly.
  BROKEN MIRROR TRAP (COMBAT)
  The sacrifice of an illusory ally provides the opportunity to 
  strike down your foe.
  Prerequisites: Improved Unarmed Strike; Broken Mirror 
  Shards; Broken Mirror Style; shadow clone ninja trick or 
  ability to cast mirror image; Spellcraft 9 ranks.
  Benefit: While using Broken Mirror Style, when an enemy 
  destroys one of your images created by mirror image or 
  the shadow clone ninja trick, you can make an unarmed 
  strike against that opponent as an attack of opportunity.
  COILED STRENGTH (COMBAT)
  Through years of training, you have learned to generate 
  force using twists, turns, and momentum rather than raw 
  muscle power.
  Prerequisites: Dexterity 13 or higher, Weapon Finesse, 
  base attack bonus +1.
  Benefit: You can add your Dexterity modifier to your 
  attack and damage rolls instead of your Strength modifier 
  to attacks made with a weapon with the monk weapon 
  quality from the flail weapon group, as classified by the 
  weapon training fighter class feature. You lose the benefit 
  of this feat when wearing medium or heavier armor.
  Special: A monk of the compliant rod style may apply 
  the benefit of this feat to a bo staff if he has the Bo 
  Staff Master feat or to the quarterstaff if he has the 
  Quarterstaff MasterUM feat.
  COMBINATION FINISH (COMBAT)
  You follow a rapid series of attacks—aimed to lower your 
  opponent’s defenses—with your most powerful attack.
  Prerequisites: Improved Unarmed Strike, base attack 
  bonus +6 or monk level 5th.
  Benefit: When you make an unarmed Punishing KickAPG 
  attempt, Stunning Fist attempt, or an attack that has 
  Elemental FistAPG as a prerequisite, as part of a full-attack 
  action, increase the DC to resist the attempt by +1 for 
  every previously successful consecutive unarmed strike 
  landed against the same target during the same full-
  attack action.
  DIVINE PAPER TALISMAN
  You imbue your talismans with holy fire.
  Prerequisites: Paper talisman class feature, Greater Paper 
  Talisman (see page 14).
  Benefit: When using your paper talismans to deal damage, 
  you may have half of the damage result directly from 
  divine power; therefore, you are not subject to any 
  reduction by resistance to energy-based attacks.
  DEATH BUTTERFLY BLOSSOM (COMBAT)
  Once fed, your larval young undergo a metamorphosis. 
  They complete the Shadow Plane butterfly lifecycle—
  potentially killing their hosts during the process.
  Prerequisites: Dexterity 13, Wisdom 13, Death Butterfly 
  Style, Death Butterfly Storm, Elemental FistAPG, 
  Improved Unarmed Strike, Acrobatics 11 ranks, Perform 
  (dance) 11 ranks.
  Benefit: While using the Death Butterfly Style, you can 
  expend two daily attempts of your Elemental Fist as a 
  standard action to accelerate the growth of the larvae 
  implanted within a creature that is already suffering 
  ongoing acid damage from your Elemental Fist. The 
  larvae tear through skin and consume flesh as they 
  burrow out of the victim’s body; when they reach the 
  surface, they sprout wings and take flight. 
     
  The violent process deals your unarmed strike damage 
  and Elemental Fist acid damage to the victim, and it deals 
  your Elemental Fist acid damage to adjacent creatures as 
  the butterflies swarm out. Any creature that takes acid 
  damage from this ability is also nauseated for one round.
     
  A successful Fortitude save (DC 10 + 1/2 your 
  character level + your Wisdom modifier) halves the 
  damage and prevents the nausea. After the initial attack, 
  the butterflies fly off before dissolving into shadows mid-
  flight. Use of this ability ends any ongoing Elemental Fist 
  acid damage dealt to the target.
  DEATH BUTTERFLY STYLE (COMBAT, STYLE)
  Drawing on power from the Shadow Plane, you conjure 
  tiny larvae made of shadow-stuff and acid. The larvae crawl 
  around your arms, waiting to spring and feed upon the 
  next foe you strike.
  Prerequisites: Wisdom 13, Elemental FistAPG, Improved 
  Unarmed Strike, Acrobatics 5 ranks, Perform (dance) 
  5 ranks.
  Benefit: While using Death Butterfly Style, creatures that 
  take acid damage from your Elemental Fist take an 
  additional 1d6 points of acid damage one round later 
  as the shadow-stuff larvae feed. The larvae dissolve into 
  harmless wisps of shadow after feeding.
  Special: If you are proficient with a butterfly sword, when 
  using Death Butterfly Style, you may use Stunning Fist 
  and Elemental Fist when making melee attacks with 
  butterfly swords, fighting fans, sun and moon rings, or 
  wind and fire wheels.
  Normal: You can only use Stunning Fist or Elemental Fist 
  when making an attack with an unarmed strike.
  DEATH BUTTERFLY WINGS (COMBAT)
  Your larvae persist and feed for longer. They gorge on the flesh 
  of your enemies before dissolving back into shadow-stuff.
  Prerequisites: Dexterity 13, Wisdom 13, Death Butterfly 
  Style, Elemental FistAPG, Improved Unarmed Strike, 
  Acrobatics 8 ranks, Perform (dance) 8 ranks.
  Benefit: While using Death Butterfly Style, the acid caused 
  by your Elemental Fist lasts for one additional round for 
  
  14
  New Paths 5
  every die of damage, beyond the first die, dealt by your 
  Elemental Fist.
  Special: While wielding a paired set of butterfly swordsUC, 
  fighting fans, sun and moon rings, or wind and fire 
  wheels (see page 16 for these new weapons), you are still 
  considered to have one hand free when determining the 
  benefits of other feats such as Deflect Arrows. 
  DESERT SCORPION HORROR (COMBAT)
  You lash out with your leg, emulating the scorpion’s sting 
  and distracting your opponent. Your arms, emulating the 
  scorpion’s claws, drag your foe to the ground.
  Prerequisites: Wisdom 13, Improved Grapple, Improved 
  Trip, Improved Unarmed Strike, Desert Scorpion 
  Hunter, Desert Scorpion Style, Acrobatics 9 ranks, 
  Escape Artist 9 ranks.
  Benefit: While using Scorpion Style, after any successful 
  combat maneuver against an opponent, you may attempt 
  to trip the same opponent as a swift action using the 
  same attack bonus with a –4 penalty. Further, your melee 
  damage is no longer reduced while using Scorpion Style.
  DESERT SCORPION HUNTER (COMBAT)
  Through twisting and contorting your body, your limbs 
  imitate the deadly claws and sting of a scorpion. This 
  allows you to attack even when others could not.
  Prerequisites: Wisdom 13, Improved Grapple, Improved 
  Unarmed Strike, Desert Scorpion Style, Acrobatics 6 
  ranks, Escape Artist 6 ranks.
  Benefit: While using Scorpion Style, you do not take 
  a penalty to unarmed attacks from the grappled 
  conditions. You may also make unarmed attacks even 
  when pinned, albeit with a –4 penalty. Further, your 
  speed is no longer reduced while using Scorpion Style.
  DESERT SCORPION STYLE (COMBAT, STYLE)
  You keep low to the ground and emulating the gait and 
  balance of an arachnid. Though you cannot generate much 
  power from such a low stance, you can strike out from 
  unexpected angles and catch opponents offguard.
  Prerequisites: Wisdom 13, Improved Unarmed Strike, 
  Acrobatics 3 ranks, Escape Artist 3 ranks.
  Benefit: You add 2 to your CMD against bull rush, drag, 
  reposition, and trip attempts. While using Scorpion Style, 
  your speed is reduced by 10 ft. if your base speed is 30 ft. 
  or more. If your base speed is less than 30 ft., your speed 
  is reduced by 5 ft. Further, while using Scorpion Style, 
  you are considered one size smaller than normal when 
  determining your bonus to attack rolls, your AC, and 
  damage dealt by unarmed and weapon melee attacks.
  EAGLE FLIGHT SWOOP (COMBAT)
  You strike, grip, and then tear flesh in one fluid motion.
  Prerequisites: Dexterity 15, Wisdom 13, Eagle Style, Eagle 
  Talons, Improved Dirty Trick, Improved Unarmed 
  Strike, Heal 12 ranks.
  Benefit: While using Eagle Style, whenever you confirm 
  an unarmed critical hit as a free action you can attempt 
  a combat maneuver check to perform a dirty trick on 
  your opponent.
  EAGLE STYLE (COMBAT, STYLE)
  You are an expert at striking your opponent’s vital areas, 
  including the throat, neck, and windpipe. 
  Prerequisites: Dexterity 13, Improved Dirty TrickAPG, 
  Improved Unarmed Strike, Heal 6 ranks.
  Benefit: While using this style, you may deal slashing 
  damage with your unarmed strikes. Additionally, while 
  using Eagle Style, when you successfully perform a dirty 
  trick combat maneuver, you may choose to render your 
  opponent unable to speak or vocalize instead of applying 
  one of the conditions the combat maneuver normally 
  allows. The target is unable to use its mouth to attack, 
  speak clearly, or to employ verbal spell components. 
  EAGLE TALONS (COMBAT)
  Your mastery of joint locks, knowledge of anatomy, and the 
  tearing strength of your fingers allow you to inflict nearly 
  incapacitating pain.
  Prerequisites: Dexterity 13, Wisdom 13, Eagle Style, 
  Improved Dirty Trick, Improved Unarmed Strike, Heal 
  9 ranks.
  Benefit: While using Eagle Style, whenever you 
  successfully perform a dirty trick and exceed your 
  opponent’s CMD by 10 or more, you may apply a second 
  condition, allowed by dirty trick, to your opponent as 
  part of the same dirty trick.
  GEAR SHRED (COMBAT)
  You carefully and selectively expose and reinforce some of 
  your internal clockworks, using the moving gears to tear 
  through flesh and apply extra leverage during a grapple.
  Prerequisites: Gearforged, Improved Unarmed Strike, base 
  attack bonus +3 or monk level 3rd.
  Benefit: You can deal slashing damage with your unarmed 
  strike, and you gain a +2 bonus to your CMD against 
  grapple attempts. Further, whenever you successfully 
  maintain a grapple, you deal an additional 1d4 slashing 
  damage to your grappled opponent.
  GREATER PAPER TALISMAN
  Your paper talismans burn brighter and hotter.
  Prerequisites: Paper talisman class feature, monk level 3rd.
  Benefit: When using your paper talismans to deal damage, 
  they deal an additional 2d6 hp damage.
  Special: You can gain Greater Paper Talisman multiple 
  times. Your paper talismans deal an additional 1d6 hp 
  damage each time you gain this feat beyond the first time.
  NIGHTWAVE DROWN (COMBAT)
  You can call forth the freezing, ink black waters of the 
  Negative Energy Plane to drown your foes.
  Prerequisites: Constitution 13, Wisdom 13, Elemental Fist, 
  Improved Unarmed Strike, Nightwave Jaws, Nightwave 
  
  15
  The expanded Monk
  Style, Stealth 11 ranks, Swim 11 ranks.
  Benefit: While using Nightwave Style, as a standard action 
  you can spend two Elemental Fist attempts to create an 
  area of crushing pressure and freezing cold, similar to 
  the waters through which the nightwave swims. 
     
  Any creatures adjacent to you, or in your square, 
  take damage equal to your unarmed strike plus the 
  cold damage from your Elemental Fist. You and your 
  equipment are not harmed by this effect. When used 
  above water, Nightwave Drown alters the air of your 
  square and squares adjacent to you; the affected area is 
  considered underwater (affecting movement, attack and 
  damage rolls, the ability to speak and breathe, and the 
  use of the feat Nightwave Jaws, which is also found in 
  this publication) until the end of your next turn. 
     
  When used underwater, the affected area instead 
  darkens (as deeper darkness, caster level equal to your 
  character level) until the end of your next turn.
     
  A successful Reflex save (DC 10 + 1/2 your character 
  level + your Wisdom modifier) reduces the damage by 
  half and, when used above water, allows a character to 
  jump to safety in the nearest open space to avoid being 
  caught in the altered air.
  NIGHTWAVE JAWS (COMBAT)
  Your attacks mimic the deadly jaws and hunting 
  techniques of sharks.
  Prerequisites: Constitution 13, Wisdom 13, Improved 
  Unarmed Strike, Nightwave Style, Stealth 8 ranks, 
  Swim 8 ranks.
  Benefit: You can hold your breath for twice as 
  long as normal. When holding your breath, 
  you are not at risk of being affected by 
  inhaled poisons and gases. While using this 
  style, whenever you deal unarmed slashing 
  damage to a foe that was denied Dexterity 
  to AC against the attack, you deal 1d4 bleed 
  damage to that foe. Whenever you deal bleed 
  damage with an unarmed strike against an 
  underwater foe, you may make a Stealth check as 
  an immediate action to hide within the resulting 
  cloud of blood and churn of bubbles. 
  Normal: A character that has no air to breathe can hold 
  her breath for two rounds per point of Constitution. 
  If a character takes a standard or full-round action, 
  the remaining duration that the character can 
  hold her breath is reduced by 1 round. Creatures 
  holding their breaths receive a 50 percent chance 
  of not having to make a Fortitude save each round 
  against inhaled poisons.
  NIGHTWAVE STYLE (COMBAT, STYLE)
  You are as lethal beneath the waves as you are 
  upon the dry land.
  Prerequisites: Wisdom 13, Improved Unarmed 
  Strike, Stealth 5 ranks, Swim 5 ranks.
  Benefit: You add your Wisdom modifier on Swim 
  checks and on Constitution checks to avoid 
  suffocation or drowning. When using Nightwave Style, 
  you may do slashing damage with your unarmed strikes. 
  While using this style, your movement is not hindered 
  by liquids and watery terrain such as bogs, mud (such as 
  that caused by the soften earth and stone spell), and even 
  thick fogs (such as that caused by the solid fog spell). 
  Further, you take no penalty to unarmed attack and 
  damage rolls in such environments or while underwater.  
  ONE-INCH PUNCH (COMBAT)
  You have mastered the concept of explosive power 
  and are able to generate tremendous force with an 
  extremely short punch.
  Prerequisites: Improved Unarmed Strike, Stunning 
  Fist.
  Benefit: As a standard action, you can make a single 
  unarmed Stunning Fist attempt. If the attack hits, you 
  may attempt to bull rush the opponent, in addition 
  to any damage dealt and effects caused by the 
  Stunning Fist. This bull rush attempt does 
  not provoke an attack of opportunity. If your 
  target also failed its save against the Stunning 
  Fist, the bull rush attempt receives a +2 
  bonus.
  POLEARM ACROBAT (COMBAT)
  You are skilled at using your polearm to aid in 
  movement and keeping your enemies at bay.
  Prerequisites: Acrobatics 1 rank.
  Benefit: While wielding a polearm, spear, staff, or 
  similarly shaped object, you receive a +2 bonus to 
  Acrobatics checks and a +1 bonus to your CMD. 
  If you have 10 or more ranks in Acrobatics, while 
  wielding a polearm, spear, staff or similarly shaped 
  object, you receive a +4 bonus to Acrobatics and a 
  +2 bonus to your CMD instead.
  RING THE BELL (COMBAT)
  You can deliver a series of crippling attacks in 
  quick succession.
  Prerequisites: Improved Unarmed Strike, Stunning 
  Fist, base attack bonus +12 or monk level 11th.
  Benefit: You may use Stunning Fist twice per round.
  Normal: You may only attempt a Stunning Fist once 
  per round.
  Monks of Midgard
  The Dragon Empire of Midgard is home to a variety of 
  strange and exotic fighting styles. 
   
  Where The Expanded Monk & Ninja features 
  options for Midgard’s darakhul and gearforged, the 
  Player’s Guide to the Dragon Empire provides a wealth 
  of information on Midgard’s many fighting styles, 
  including traits, feats, and archetypes, including the 
  monk of the fiery fist and the monk of the wind palm.
  
  16
  New Paths 5
  UNDEATH SEAL
  You have trained to seal and bind the undead with your 
  paper talismans.
  Prerequisites: Paper talisman class feature, monk level 4th.
  Benefit: Your paper talismans affect the undead as if they 
  were living creatures, even if they are mindless (although 
  abilities that affect only humanoids only affect undead if 
  they were humanoids in life).
  New Weapons
  Many monks aim to sculpt their bodies into the perfect 
  weapon and eschew manufactured weapons almost 
  entirely. However, weapon training oftentimes provides 
  an intuitive method of learning particular skills, forms of 
  movement, and a means of defense and attack in situations 
  where direct contact is foolhardy at best.
  Ding pa: This spear has a double-side rake attached to the 
  haft just below the spearhead. Thrusting attacks are made 
  with the spearhead, while the rakes are used to tear along 
  flesh and disarm weapons.
  Farmer’s hoe: This weapon features a long wooden haft 
  with a mounted, angled blade. Derived from a farm tool 
  used for a variety of functions such as tilling soil and 
  weed control, a hoe is an unwieldy but powerful weapon. 
  In combat, the angled blade can be used trip or hack foes.
  Horsetail whisk: The horsetail whisk is a versatile weapon. 
  The long strands at the end of the weapon can be used 
  much like a whip to distract an opponent or wrap 
  around weapons and limbs. The wooden handle can be 
  used as a club to bludgeon foes.
  Iron flute: Ranging in length from three to five feet, iron 
  flutes are reinforced to serve as both cudgels and musical 
  Table 4.1: New Exotic Weapons
  Light Melee Weapons Price Dmg (S) Dmg (M) Critical Range Weight 
  Type 
  Special
  Horse tail whisk  
   
   
  2 gp  
  1d4 
   
  1d6 
   
  ×2  
   
  - 
   
  2 lbs. 
  B 
  Disarm, distracting, monk
  Sun and moon rings  
   
  20 gp  
  1d4 
   
  1d6 
   
  19-20 
   
  10 ft.  
  2 lbs. 
  S 
  Blocking, disarm, monk
  Wind and fire wheels  
   
  20 gp  
  1d4 
   
  1d6 
   
  19-20 
   
  - 
   
  2 lbs. 
  P or S 
  Blocking, disarm, monk
  One-handed melee weapons 
   
   
   
   
   
   
  Iron Flute  
   
   
   
   
  10 gp  
  1d4 
   
  1d6 
   
  ×2  
   
  - 
   
  2 lbs. 
  B 
  Monk, performance
  Tamo Cane  
   
   
   
  10 gp  
  1d4 
   
  1d6 
   
  ×3  
   
  - 
   
  2 lbs. 
  B 
  Blocking, monk, trip
  Two-handed melee weapons 
   
   
   
   
   
   
  Ding Pa  
   
   
   
   
  8 gp  
  1d6 
   
  1d8 
   
  ×3  
   
  - 
   
  12 lbs. 
  P or S 
  Disarm, monk, reach
  Farmer’s hoe  
   
   
   
  5 gp  
  1d6 
   
  1d8 
   
  19-20 
   
  - 
   
  12 lbs. 
  S 
  Monk, reach, trip
  Fighter Weapon Groups
  For the purpose of the fighter class’s weapon training 
  ability, these new weapons form part of the following 
  weapon groups:
  Ding pa: monk, polearm, and spear.
  Farmer’s hoe: monk and polearm.
  Horse tail whisk: flail, hammer, and monk.
  Iron flute: hammer and monk.
  Sun and moon rings: light blades and monk.
  Tamo Cane: hammer and monk.
  Wind and fire wheels: light blades and monk.
  instruments. An iron flute can be played using the 
  Perform (wind instrument) skill.
  Sun and moon rings: Wielded in pairs, these flat metal rings 
  feature a padded grip and cross-guard across one section; 
  the rest of the rings feature a sharp cutting edge. Skilled 
  practitioners can capture enemy thrusts and weapons 
  between the outer ring and the inner cross-guard.
  Tamo Cane: Easily disguised as a walking stick, a tamo 
  cane is a well-balanced length of wood that is used to 
  block, thrust, sweep, or hook enemy limbs. The handle 
  can be used to bludgeon enemies, much like a hammer. 
  An observer must succeed at a DC 20 Perception check 
  to realize that a tamo cane is a weapon rather than a 
  walking stick; the DC decreases to 10 if the observer is 
  able to handle the weapon proficiently.
  Wind and fire wheels: These flat metal rings feature a 
  padded grip and cross-guard across one quarter segment. 
  The other three segments have protruding blades, which 
  are typically styled as flames. Often wielded in pairs, the 
  wheels are used to slash, stab, block, and disarm enemies.
  
  17
  The expanded Monk
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/New Paths 5 - The Expanded Monk and Ninja.pdf