TEXT: 1
  unchained monks of porphyra
  nikolai samarine
  
  2
  unchained monks of Porphyra
  Author
  Nikolai Samarine
  Editing
  Perry Fehr, Mark Gedak, 
  Nikolai Samarine
  Cover Art
  Ryan Rhodes
  Interior Art
  Brett Neufeld, Matt 
  Morrow
  Porphyra Logo Rick Hershey
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Unchained Monks of Porphyra is compatible with the 
  Lands of Porphyra Campaign Setting and the rule set 
  hosted at porphyra.wikidot.com.
  Thank you to all our customers and patreons that con-
  tinue to support our work on the Lands of Porphya. If 
  you want to support further development of this setting 
  please consider support our patreon.
  
  3
  Monks of Porphyra
  Listen unto me, for I am the Monk of Infinite Stories… there once was a long-
  lived elven male from the Land of  Purple Crystal Towers, far to the north, who 
  had all the gifts and powers that time and gold could acquire… He came to the 
  Fourlands to buy an airship, to travel far and see much. He had not gone far, 
  when his machine stopped working, and he landed near our humble monastery 
  in this land of Iffud. He came to us old ones and asked if he could spend the 
  night. We welcomed him as a guest, fed him, and let him sleep in a cell. In the 
  night, he heard a strange sound, a sound he could not describe. He asked us in 
  the morning what it was, and our head monk, a very old kobold, Master Shikk, 
  said that he could not tell him, he was not a monk. 
  The elf then left, and flew all over Porphyra for many years in his airship. He 
  happened to be flying over Iffud one day, and, once again, his airship ceased 
  to function and he landed near our monastery. We took him in, fed him and 
  repaired his craft, and again he spent the night. And again, his sharp elven ears 
  heard the strange sound... “What is it?” he asked. “We cannot tell you. You are 
  not a monk.” Master Shikk said.
  “By Yolana’s fiery torch, I shall become a monk!” swore the elf then and there, “I 
  must know the source and nature of the sound!  What must I do?”
  “You must prove yourself worthy to become a monk,” said Master Shikk. “You 
  must procure the scale of a jade dragon, the tooth of a shimmer dragon, the 
  eyelid of a sleet dragon and the knuckle of a sea dragon. Procure these, and you 
  can become a monk. And so the elf journeyed far and wide, through harrowing 
  adventures throughout the land. Forty years later, he returned to the monastery 
  and laid the dragon-pieces down. “Now, I am a monk?” he said. “Yes,” said 
  Master Shikk, “You are a monk.” “And may I find the source of the sound?” said 
  the elf, now a monk. “Yes, it is behind that door of jade.” said Master Shikk. 
  ‘It is locked,” said the elf. “Use the scale as a key” And he did, and beyond it, a 
  door of ice. So he used the eyelid as a key. And beyond it, a door of coral. And he 
  used the knuckle as a key. And beyond it, a door of rainbows. And he used the 
  tooth as a key. And beyond that, the source of the sound.
  And what was the sound, you may ask? I cannot tell you. You are not a monk.
  
  4
  Introduction
  Monks are a special kind of martial character. Where fighters train hard to 
  master a few weapons and become specialists, monks follow another kind of 
  training just as hard as the fighter’s and requiring much more discipline. To 
  those unfamiliar with the class, monks are exotic fighters displaying feats of 
  internal energy and of acrobatic fighting.
  For many players, monks are limited to martial characters trying to deal a 
  maximum of damage because of their relatively low defensive profile. In role-
  play situations, their manners are often inspired by oriental cultures and they 
  tend to follow one of a limited spectrum of personalities. This supplement 
  introduces feats, ki powers and archetypes and prestige classes for monks to 
  get more variety. They may focus on a specific weapon or follow a different 
  training, they all offer unique opportunities for players wanting to vary their 
  experience as a monk.
  Monk Archetypes
  The following monk archetypes are common within the Lands of Porphyra.
  Descendant
  While most people on Porphyra who are born with an eldritch heritage gain 
  fantastic powers and learn how to channel magic, some know how to fully 
  control their legacy. Through meditation, they can enter a state of ancestral 
  communion, which grants them formidable abilities. Descendants tend to 
  join monasteries and follow the difficult training other monks go through, 
  but the Blue Monastery in Iffud is known for being a haven for those who 
  try to control their ancestral powers and has become a high concentration of 
  descendants.
  Bloodline: Each descendant must pick a bloodrager bloodline at 1st level. 
  Once made, this choice cannot be changed. When choosing a bloodline, the 
  descendant’s alignment doesn’t restrict his choices.
     The descendant gains bloodline powers at 1st level, 4th level, and every 4 
  levels thereafter. The bloodline powers a descendant gains are described in 
  his chosen bloodline. For all spell-like bloodline powers, treat the character’s 
  descendant level as the caster level. A descendant uses his Wisdom instead of 
  his Charisma to determine all class features and effects relating to his blood-
  
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  line, such as save DCs of his powers or the maximum number of use per day. 
  Bloodline abilities functioning during bloodrage work during ancestral com-
  munion instead (see below).
     This replaces the bonus feat gained at 1st level and the ki powers gained at   
  4th, 8th, 12th, 16th and 20th levels.
  Ancestral Communion (Ex): The descendant can enter a meditative state in 
  which he reaches his ancestral power and controls it.
     At 1st level, a descendant can enter in ancestral communion a number of 
  rounds per day equal to 4 + his Wisdom modifier. At each level after 1st, he 
  can do so for 2 additional rounds per day. Temporary increases to Wisdom 
  don’t increase the total number of rounds that a descendant can commune 
  per day. The total number of rounds of ancestral communion per day is 
  renewed every morning after 8 hours of resting or meditating. These hours do 
  not need to be consecutive.
     A descendant can enter in ancestral communion as a free action. While in 
  communion, a descendant gains a +2 morale bonus to his Strength, as well as 
  a +4 morale bonus on Will saves and a +2 morale bonus on Fortitude saves.
  This replaces the flurry of blows ability.
  Bonus Feat: In addition to normal monk bonus feats, a descendant may 
  select any bloodline feat from his bloodline as a bonus feat. He must meet the 
  prerequisites for these feats.
  Ancestral Powers: At 6th level, the descendant can spend a ki point to use 
  the first bonus spell his bloodline grants as a spell-like ability. His caster level 
  is equal to his descendant level and he uses his Wisdom modifier for the pur-
  pose of determining the spell’s DC.
     At 10th level, the descendant can spend 2 ki points to use the second bonus 
  spell granted by his bloodline. At 14th level, he can spend 3 points to use 
  the third bonus spell. At 18th level, he can spend 4 points to use the fourth 
  bonus spell.
     This replaces the ki powers gained at 6th, 10th, 14th and 18th levels.
  
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  Firefall Monk [Qunbalati]
  Bombs are frightening items, used to cause a maximum of damage in a dirty 
  way. Powerful explosions can tear breaches in walls and shake entire build-
  ings. Their destructive power is well known and every bomber knows that a 
  wrong movement of his own may cause his end. Poetically referred to as fire-
  fall monks, or fire-flingers, monks who handle alchemical bombs are out to 
  equal the odds, and destroy more enemies and their buildings and works than 
  their individual selves would merit. Many Elementalist monks during the 
  NewGod Wars and even today follow the path of the qunbalati, the wielders 
  of bombs, for their monkish abilities see that the destruction is guaranteed to 
  reach its target.
     Fire-flingers do not worry about the destruction they carry. They know they 
  could die in an instant explosion, but this does not frighten them because it 
  can happen at any moment, and they can’t do anything about it. They throw 
  bombs at their enemies like other monks throw punches and are not afraid of 
  letting them explode in dangerous proximity, because they trust their reflexes. 
  Among non-humans, goblins are enamored of the power of firefall monks, as 
  well.
  Achieve the Target : Firefall monks add Disguise (Cha) to their list of class 
  skills, and remove Perform from their list of class skills.
  AC Bonus: The firefall monk’s AC bonus ability does not grant him any bo-
  nus to his AC and CMD other than his Wisdom bonus (if any).
     This ability alters the AC bonus ability.
  Bomb (Su): At 1st level, the firefall monk gains the bomb and throw any-
  thing alchemist abilities. He uses his Wisdom modifier instead of his Intel-
  ligence modifier for both of these. He considers his monk levels as alchemist 
  levels for the purpose of these abilities. If he gets bombs through another 
  class, the levels of all classes granting bomb stack to determine the effective 
  alchemist level for the bomb’s extra damage dice. If different classes granting 
  bomb use different ability scores to determine damage dealt by bombs, the 
  firefall monk may choose which of these ability score modifier he uses.
     This ability replaces the flurry of blows bonus attack gained at 1st level and 
  the stunning fist ability.
  Lower Ki: The firefall monk gains access to his ki pool ability at 7th level and 
  considers himself as being 4 levels lower for the purpose of determining how 
  
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  he can use his ki points and the effects of the ki strike ability.
     The firefall monk does not gain ki powers at 4th, 6th, 8th and 12th levels.
  Explosion Master (Ex): At 3rd level, the firefall monk adds his Wisdom 
  modifier (if any) to his Reflex saves when trying to reduce damage dealt by 
  his own bombs.
     At 8th level, this bonus applies on all Reflex rolls for which his evasion abil-
  ity applies.
  Bomb Martial Arts (Ex): At 6th level and as long as he has 1 point in his ki 
  pool, the firefall monk can prepare and throw a bomb without provoking at-
  tacks of opportunity.
     At 12th level and as long as he has 2 points in his ki pool, the firefall monk 
  can prepare and throw a bomb as a move action.
     At 16th level and by spending 2 ki points, the firefall monk can prepare and 
  throw a bomb as a swift action.
  Flying Monk
  Monks are often mobile warriors, capable of very fast movements and an 
  extreme agility. Some of them, however, are so fast and mobile that they put 
  the other monks to shame. During a fight, they move around their foe, dodge 
  attacks, and distract them. They are called flying monks because they seem 
  to be running and jumping on the wind as they dance around a fight and hit 
  from every side.
     Flying monks come mostly from a monastery from Olthar, in Hesteria.
  Bonus Feat: The bonus feats gained at 1st and 2nd levels must be respectively 
  Dodge and Mobility, even if the latter can normally only be picked at 6th 
  level. The flying monk can choose other feats if he already has these.
     This alters the bonus feats gained at 1st and 2nd levels.
  Repositioning Jumps (Ex): At 5th level and when doing a flurry of blows, 
  the flying monk can attempt a jump as a swift action that does not provoke 
  attacks of opportunity. This jump can take place at any moment before or 
  after an attack of his flurry of blows. If he is in a space threatened by a foe, he 
  must succeed an Acrobatics check (DC 20) to do so. If he fails, he is stopped 
  in his movement by his opponents and his flurry of blows ends immediately. 
  Every enemy threatening the flying monk and larger than him raises the DC 
  
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  of the check by 4.
     At 10th level, the flying monk can spend a ki point to attempt an addi-
  tional jump as a free action. These jumps cannot be consecutive, and he must 
  attack at least once between two of them. Every round, he can spend a maxi-
  mum number of ki points this way equal to his Wisdom modifier.
  This ability replaces the style strike gained at 5th level and the ki power 
  gained at 10th level.
  Acrobatic Dodge (Ex): At 8th level, when being targeted by a melee attack, 
  the flying monk can attempt an Acrobatics check (DC 25) as a free action. If 
  he succeeds, he gains a +4 dodge bonus to his AC until his next round. He 
  can only try this once before each of his rounds. If he does so, it counts as a 
  move action for his next round.
     At 15th level, when he succeeds this Acrobatics check by at least 15, it does 
  not count as a move action for his next round and he can attempt it again the 
  next time he is being targeted, which allows him to stack the bonuses.
  This ability replaces the ki power gained at 8th level and the style strike 
  gained at 15th level.
  Martial Virtuoso
  Among the many fighting styles of Porphyra, none has been proven superior 
  to the other. Everyone has a favorite style, which is normal. Purists think 
  that there is only one perfect way of fighting, but they don’t agree with each 
  other and the wisest know that every martial arts style has its benefits, but 
  that none is the best. Martial virtuosos are convinced that the best style is 
  obtained by combining several other. They switch stances in the middle of a 
  fight and can add teachings from a martial school to another one. If there is a 
  perfect style, martial virtuosos are probably the closest to finding it.
  Bonus Feat: In addition to normal monk bonus feats, a martial virtuoso may 
  select any style feat as a bonus feat. He must meet the prerequisites for these 
  feats.
     At 6th level and above, he may select Adept of Many Styles as a bonus feat.
     At 10th level and above, he may select Master of Many Styles as a bonus 
  feat.
  Learning Potential (Ex): At 4th level, when gaining a new style feat, the 
  martial virtuoso can reduce the total number of skill ranks required by the 
  
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  amount of his Wisdom modifier. If the feat he chooses requires ranks in sev-
  eral different skills, he can split this bonus among them.
     For example, a martial virtuoso with a +4 Wisdom bonus can take the 
  Monkey Style feat (which requires a Wisdom score of 15, the Improved 
  Unarmed Strike feat and 5 ranks in both the Acrobatics and Climb skills if he 
  has 5 ranks in Acrobatics and 1 in Climb, or 3 in each.
  This ability replaces still mind.
  Stance Breaker (Ex):  At 6th level, and once per round when attacking an 
  enemy who has adopted a style, the martial virtuoso can attempt to break it. 
  If the attack succeeds, the target loses all benefits from style feats and cannot 
  adopt a style stance for two rounds.
     At 10th level, the target can’t adopt a style stance for a number of rounds 
  equal to the martial virtuoso’s Wisdom modifier (minimum 2).
     At 14th level, this ability can be used twice per round and the martial vir-
  tuoso can spend ki points to do so once more for each point spent.
  This ability replaces the ki powers gained at levels 6, 10 and 14.
  Naginata Master
  Naginata masters are monks who master a form of combat centered on spears 
  and other reach weapons. Their most iconic choice is the naginata, a long 
  weapon finished by a sword-like blade, used mainly against cavalry. Saurian 
  monks of Jengu Na are sometimes recruited in the armies of the Empress, 
  where they use reach weapons to their ultimate potential. Naginata masters 
  can be of any race, but most of them have been inspired by these cold-
  blooded monks. Units of saurian naginata masters have sometimes been sent 
  as diplomatic gifs to other nations, (The Lotus Blossom Steppes and the Last 
  Kingdom, for example) which is where humans and other races have observed 
  and adopted the use of this weapon.
  Weapon and Armor Proficiency: Naginata masters are proficient with bard-
  iches, guisarmes, horsechoppers, lances, longspears and naginatas in addition 
  to their normal weapon proficiencies.
  Reach Mastery (Ex): The naginata master counts weapons with the reach 
  special feature as if they had the monk special feature.
     At 8th level, the naginata master can use his ki pool ability to enhance his 
  reach weapon as if it were his fists (see the ki pool ability).
  
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     At 12th level and at 20th level, consider the naginata master (and his 
  weapon) as being one size category bigger when rolling damage with reach 
  weapons.
     This ability replaces stunning fist and unarmed strike.
  Favored Weapon: At 4th level, the naginata master gains Favored Weapon as 
  a new feat. He must choose a weapon with the reach special feature for this 
  feat.
  Extended Reach (Su): At 16th level, the naginata master can spend a ki 
  point as a swift action to extend the reach of his weapon by 5 ft. for one 
  round. He can only use this on a weapon with the reach special feature.
  Pinyinist
  The monks known as the pinyinists are experts in developing their bodies’ 
  inner powers. They assure that none of it is supernatural, but their physical 
  aptitudes are extraordinary nonetheless. 
     Meridian control training focuses on the powers of the individual organs 
  of the humanoid body; each organ system, or ‘meridian’, is assumed to have 
  an arena of control over the overall corporeal function. Their training brings 
  them a full control of their ki: more than any other monk, they gain benefits 
  normal trainings cannot grant.
     Pinyinists are named after the Pinyin monastery their tradition comes from. 
  It is located in the eastern part of the Lotus Blossom Steppes, where they are 
  still most commonly found. Many pinyinists move around the world looking 
  for an apprentice to bring back to the monastery where his personal skills and 
  tradition will be analyzed while he learns to open his meridians.
  Humanoid System: Only beings that have internal organs can study the 
  pinyinist method, the following races of Porphyra cannot become pinyinists:  
  Marunite, Numistian, Obitu, Relluk, Squole, Xaoling, Zif
  ki Meridians (Ex): At 4th level and every 4 levels after that, the pinyinist 
  chooses a meridian from the following list. He can activate any of them by 
  spending a ki point as a swift action. The effects last for a number of rounds 
  equal to his Wisdom modifier.
     Bladder: The pinyinist gains two ki points. They last until this meridian’s 
  effect wears off. This meridian can only be used once per day.
  
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     Gallbladder: The pinyinist gains a damage reduction of 1/-.
     Heart: The pinyinist gains a +4 bonus to initiative.
     Large Intestine: The pinyinist gains a +4 bonus to Fortitude checks except 
  on rolls that would affect inanimate objects too.
     Pericardium: The pinyinist gains a +2 bonus to Acrobatics, Climb and 
  Swim checks.
     Stomach: The pinyinist becomes immune to the sickened and nauseated 
  conditions. When this meridian is activated, the pinyinist is instantly healed 
  of any of these conditions if one was affecting him.
     Every time the pinyinist must choose a ki power, he can choose a meridian 
  instead.
     This replaces the ki powers gained at 4th, 8th, 12th, 16th and 20th levels.
  
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  Opening of the Doors (Ex): At 6th level, the pinyinist chooses one of his 
  meridians and opens it: he gains the corresponding bonus permanently. An 
  opened meridian cannot be activated again: the pinyinist can only activate 
  meridians he has not opened. Some of the meridians work differently when 
  opened, as noted here:
     Bladder: The pinyinist’s ki pool increases by 2.
     Kidney: The pinyinist ignores the first two ability point losses he would suf-
  fer every day.
  The pinyinist opens another meridian at 10th level and a last one at 14th 
  level.
     This replaces the bonus feats gained at 6th, 10th and 14th levels.
  Major Meridians (Ex): At 12th level, the pinyinist can choose meridians 
  from the following list:
     Cavities: The pinyinist gains a +2 bonus to his natural armor.
     Kidney: The pinyinist ignores the first ability point loss he would suffer 
  while this effect is active.
     Liver: The pinyinist gains a +2 bonus to Dexterity.
     Lung: The pinyinist does not need to breathe.
     Small Intestine: The pinyinist gains a +2 bonus to Constitution.
     Spleen: The pinyinist gains a +2 bonus to Strength.
  Grand Opening (Ex): At 18th level, the pinyinist reaches the ultimate mas-
  tery of his ki doors. He can activate his opened meridians, as described in the 
  ki Meridians ability. Some of the meridians work differently when activated 
  after being opened, as noted here:
     Gallbladder: The pinyinist’s damage reduction improves to 2/-.
     Lung: The pinyinist gains a +5 bonus to Swim checks.
     Stomach: The pinyinist gains temporary hit points equal to 1d10 + his 
  monk levels.
     This replaces the bonus feat gained at 18th level.
  Void Monk
  Meditation is an art mastered by monks around the world. They can reach 
  peace of mind, but they can’t really think of nothing. Even if they try very 
  hard to empty their thoughts, they usually literally think about “nothing” or 
  nothingness. Only those known as the void monks know how to perfectly 
  clean their mind when meditating. In Porphyra, most Void Monks are sam-
  
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  sarans, who inhabit the northern reaches of the world. Some of them have 
  taught their meditating traditions to monks of other races, but it has been a 
  rare event through history. Eventually this void of mind connects to the void 
  of space, in which dire beings and the moons of Porphyra orbit silently.
  Class Skills: The void monk adds Autohypnosis (Wis) as a class skill.
  Mind Balance (Ex): A void monk’s control of his own mind is such that it 
  outshines other monks’ meditation skills. Switch its Reflex and Will columns 
  from the unchained monk level progression table. For example, a level 8 void 
  monk would have +6 to his Fortitude and Will saves, but only +2 to his Re-
  flex save. This does not affect his levels taken in other classes.
  Empty Thoughts (Ex): At 2nd level, the void monk can completely neutral-
  ize his thoughts, which grants him a better control of his emotions. When he 
  needs to roll a Will save, he can roll an Autohypnosis check instead, against 
  the same DC.
     This ability replaces evasion.
  One’s Own Mind (Su): At 9th level, a void monk’s mind appears empty to 
  those who try to read or influence it. He becomes immune to mind-affecting 
  effects. When another character tries to read his mind or guess his thoughts 
  with a spell or an ability, it must succeed a Sense Motive check (DC equal to 
  10 + the void monk’s level + the void monk’s Wisdom modifier). If he fails, it 
  is impossible to get any information on the void monk’s thoughts.
  This ability replaces improved evasion.
  One with the Void: At 11th level, a void monk makes the psychic and physi-
  cal connection with the outer void that surrounds the planet itself… The void 
  monk gains the no breath quality and can survive in a vacuum environment. 
  This ability replaces diamond body.
  
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  Prestige class: The Grasshopper
  Martial arts teach how to use most of one’s body. Hands, feet, head, elbows, 
  and knees become lethal weapons, and those who master these styles are 
  feared for good reasons. The grasshopper has decided that his feet are as 
  powerful as his fists, and that he could do better with his hands than punch-
  ing. He jumps and kicks around himself, his upper body staying extremely 
  balanced, as if he was just dancing. Most grasshoppers are reckless with their 
  assaults, knowing that they can use their hands to protect them, where most 
  other martial artists must attack less to get a chance to defend themselves. 
  Monastic disciplines on Porphyra have always emulated the fighting methods 
  of animals, and the plucky springing about of grasshoppers impressed many 
  of the monks in monasteries in the plains of the Fourlands, -even achieving 
  winged flight- though farmers are less impressed.
  Hit Die: d10
  Requirements
  To qualify to become a grasshopper, a character must fulfil the following 
  requirements:
  Base Attack Bonus: +5
  Skills: Acrobatics 5 ranks
  Special: Must have the flurry of blows and evasion class abilities
  Class Skills
  The grasshopper’s class skills are Acrobatics (Dex), Escape Artist (Dex) and 
  Use Magic Device (Cha)
  Skill Ranks per level: 4 + Int modifier
  Class Features
  The following are class features of the wild master prestige class.
  Weapon and Armor Proficiency: A grasshopper gains no proficiency with 
  any weapon or armor.
  Flurry of Kicks (Ex): When a grasshopper makes a flurry of blows using only 
  his feet and knees, he can add both his Dexterity and Strength modifiers to 
  his attack rolls (instead of his Strength modifier alone).
  
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  The Grasshopper
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +1
  +1
  +1
  +0
  Flurry of kicks, ki pool, unarmed combat
  2
  +2
  +1
  +1
  +1
  Hands to parry
  3
  +3
  +2
  +2
  +1
  ki power
  4
  +4
  +2
  +2
  +1
  ki flight
  5
  +5
  +3
  +3
  +2
  ki power
  6
  +6
  +3
  +3
  +2
  Powerful parry
  7
  +7
  +4
  +4
  +2
  ki power
  8
  +8
  +4
  +4
  +3
  Bonus punch
  9
  +9
  +5
  +5
  +3
  ki power
  10
  +10
  +5
  +5
  +3
  Perfect body balance
  Ki Pool (Su): A grasshopper has a pool of ki points, which works like the 
  monk’s ki pool class feature. The number of points in a grasshopper’s ki pool 
  is equal to 1/2 his grasshopper level + his Wisdom modifier. The benefits 
  of having ki points are the same as for the monk. If the grasshopper already 
  has access to the monk’s ki pool class feature, he counts his grasshopper class 
  levels as monk levels for the purpose of determining how many points he has 
  in his ki pool and what he can use it for instead of gaining this ability twice. 
  (This is also the case if he gains the monk’s ki pool ability later on.)
  Unarmed Combat (Ex): A grasshopper’s class levels stack with any monk 
  levels for the purposes of determining his flurry of blows, stunning fist, and 
  unarmed strike class features (including determining damage dealt by his 
  unarmed strike attacks).
  Hands to Parry (Ex): At 2nd level, a grasshopper can use his hands to defend 
  himself. Each free hand grants him a +1 cumulative deflection bonus to his 
  AC against melee attacks.
  ki Power (Su): At 3rd level and every 2 levels thereafter, a grasshopper can 
  select one ki power. These powers work like the monk’s but must be chosen 
  from the following list. Unless otherwise noted, a grasshopper cannot select 
  an individual ki power more than once. Some ki powers are identical to ki 
  powers from the monk’s list.
     The following monk ki powers can be chosen by the grasshopper: elemen-
  tal fury, feather balance, formless mastery, furious defense, high jump, ki 
  
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  blocker, ki guardian, ki hurricane, light steps, one touch, slow fall, sudden 
  speed, water sprint. These ki powers can only be taken once per character, 
  (unless otherwise noted). When the grasshopper selects a ki power that is also 
  a monk’s ki power, he counts his grasshopper class levels as monk levels for 
  determining which power he can choose and their effects. (This includes ki 
  powers chosen by taking levels in the monk class.)
  The following ki powers are specific to the grasshopper:
     Absolute Leap (Ex): As long as he has a point left in his ki pool, the grass-
  hopper considers his base speed as being the double of its value when calcu-
  lating jump heights or lengths. If he spends 1 ki point while jumping, he can 
  double that value again.
     Constant Gravity (Su): As long as he has at least 2 points in his ki pool, the 
  grasshopper is not affected by sudden gravity changes. This includes effects of 
  spells like gravity well and reverse gravity and locations where gravity changes 
  drastically. He can decide to be gradually affected by these effects to negate 
  most of the negative consequences (mostly due to surprise) or continue to 
  ignore them completely. If the new state of gravity is constant (for example if 
  he was used to a temporal gravity effect), he cannot decide to be immune to 
  it.
     Double Jump (Su): By spending a ki point, the grasshopper can jump while 
  in the middle of another jump, combining the heights or lengths of the two. 
  This second jump counts as a move action by itself.
     Earth Breaker (Su): When he uses his earth shaker ki power, the grasshop-
  per can create a fissure under one of the affected creatures of Medium size 
  or smaller. If It fails its Reflex save, it falls in the fissure, which is 40 ft. deep. 
  Using this ability costs 2 ki points in addition to the cost of the earth shaker 
  ki power.
    Earth Shaker (Su): As a standard action that does not provoke attacks of 
  opportunity and by spending 1 ki point, the grasshopper can hit the ground 
  with his foot, generating a small earthquake that affects all creatures in a 30 
  ft. radius. All affected creatures (except himself) must succeed a Reflex save or 
  fall down. The DC of that check is equal to 10 + the grasshopper’s Strength 
  modifier + his grasshopper levels + his monk levels.
     Fast Jump (Ex): By spending 2 ki points, the grasshopper can jump as a 
  swift action.
     Fast Kicks (Ex): When making a flurry of blows with his feet, the grasshop-
  per can spend 1 ki point to gain a +1 circumstance bonus to all his kicks for 
  that flurry of blows.
     Jump Control (Su): By spending a ki point and as a swift action, the grass-
  
  17
  hopper can change his movement direction during a jump as if he were flying 
  with a perfect maneuverability.
     Hard Kicks (Ex): When making a flurry of blows with his feet, the grasshop-
  per can spend 1 ki point to ignore 5 points of damage reduction with all the 
  kicks of that flurry of blows.
     Power Kick (Ex): By spending 2 [ki] points, the grasshopper can make a 
  single kick attack as a full-round action (that does not require him to jump). 
  The damage dealt is equal to the normal unarmed strike damage, multiplied 
  by the maximum number of unarmed attacks the grasshopper could deliver 
  in a single flurry of blows. (This does not mean that the dice’s result are mul-
  tiplied, but that you roll more dice to determine damage, and multiply any 
  modifier applying.)
     Pushing Kicks (Ex): When making the first attack of a flurry of blows, the 
  grasshopper can spend 1 ki point to try to push his target with that attack, 
  and with the following ones. If the attack hits or misses but would have been 
  a successful touch attack, the grasshopper can attempt a free bull rush maneu-
  ver that does not provoke attacks of opportunity. If he succeeds, the target is 
  pushed by 5 ft. (but no more, even by exceeding the target’s CMD by 5 or 
  more) and the grasshopper follows it with his jump. Every next kick of this 
  flurry of blows push the target (and make the grasshopper move) 5 more ft. if 
  it hits (or would have hit as a touch attack).
     Razor Foot (Su): As long as the grasshopper has at least 1 point in his ki 
  pool, his kick attacks can deal slashing damage.
     Ultimate Leap (Ex): When the grasshopper spends a ki point for his abso-
  lute leap ki power, he multiplies both the height and the length of his jump, 
  allowing him to bypass a distant obstacle in a single leap.
  ki Flight (Su): At 4th level, the grasshopper can spend a ki point as a free 
  action after (or during) a jump to hover until his next round. He can then 
  spend an additional ki point to fly for a minute. He can maintain that effect 
  even longer by spending a new ki point to add a new minute to the duration. 
  While flying like this, he can attack with his feet, the concentration needed to 
  fly being the same as for walking. His fly speed is equal to his base land speed 
  and his maneuverability is good. The grasshopper cannot use this ability if he 
  is wearing armor.
  Powerful Parry (Ex): At 6th level, the grasshopper’s parries become much 
  more efficient. As long as he gets at least a +1 bonus to his AC from his hands 
  to parry ability, he adds his Strength modifier (if any) to his AC as another 
  cumulative deflection bonus.
  
  18
  Bonus Punch (Ex): At 8th level, when the grasshopper is making a flurry of 
  blows using his flurry of kicks ability, he can do one additional attack using 
  his highest base attack bonus.
  Perfect Body Balance (Ex): At 10th level, a grasshopper can do a standard 
  action or move action as part of his flurry of blows, if he is attacking with his 
  feet only. This action must not imply any movement and he cannot use his 
  feet for it. If this action requires his hands, he cannot use his bonus punch 
  ability during that flurry of blows. He cannot use this action for a melee 
  attack or a combat maneuver, but he can do a ranged attack (that does not 
  provoke attacks of opportunity), drink a potion, use a wand or another magic 
  item, for example.
  Prestige class: The Wild Master
  Shapeshifting is a powerful ability, used by many druids to embrace the pow-
  erful nature of a beast and to feel closer to the animals living around them. 
  Some of them feel that they could use the best of their alternative body by 
  using some teachings focusing on their human body. These druids, known 
  as wild masters, alter the natural movements of the animal they are taking 
  the shape of to optimize its attacks. Gorillas, bears or lions are already fierce 
  creatures to face, but imagining that they use martial arts is purely terrify-
  ing. Even faster snakes or eagles become surprising enemies. The wild master 
  embodies these threats and combines the best fighting abilities of the human 
  and animal worlds.
  Hit Die: d10
  Requirements
  To qualify to become a wild master, a character must fulfil the following 
  requirements:
  Special: Must have the flurry of blows and wild shape class abilities
  Skills: Knowledge (nature) 5 ranks
  Class Skills
  The wild master’s class skills are: Climb (Str), Escape Artist (Dex), Fly (Dex), 
  Knowledge (nature) (Int), Perception (Wis), Survival (Wis), Stealth (Dex) 
  and Swim (Str)
  Skill Ranks per level: 4 + Int modifier
  
  19
  The Wild Master
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  1
  +1
  +1
  +1
  +0
  Flurry of claws, unarmed 
  combat
  2
  +2
  +1
  +1
  +1
  Animal shape
  +1 level of druid
  3
  +3
  +2
  +2
  +1
  Favored shape
  4
  +4
  +2
  +2
  +1
  Flurry of paws
  +1 level of druid
  5
  +5
  +3
  +3
  +2
  Favored shape
  6
  +6
  +3
  +3
  +2
  Wild shape master
  +1 level of druid
  7
  +7
  +4
  +4
  +2
  Favored shape
  8
  +8
  +4
  +4
  +3
  Bestial example
  +1 level of druid
  9
  +9
  +5
  +5
  +3
  Favored shape
  10
  +10
  +5
  +5
  +3
  Animal instinct, timeless 
  body
  +1 level of druid
  Class Features
  The following are class features of the wild master prestige class.
  Weapon and Armor Proficiency: A wild master gains no proficiency with 
  any weapon or armor.
  Spells per Day: At the indicated levels, a wild master gains new spells per day 
  as if he had gained a level in the druid class. He does not, however, gain any 
  other benefits from that class other than spells per day, spells known, and an 
  effective caster level when spellcasting. If he had druid levels before becoming 
  a wild master, he adds the new levels to this class for the purpose of determin-
  ing spells per day.
  Flurry of Claws (Ex): When the wild master takes the form of an animal 
  (after using the wild shape ability or because of another effect), he can use the 
  natural attacks he gained when making a flurry of blows.
  Unarmed Combat (Ex): A wild master’s class levels stack with any monk 
  levels for the purposes of determining his flurry of blows, stunning fist, and 
  unarmed strike class features (including determining damage dealt by his 
  unarmed strike attacks).
  
  20
  Animal Shape (Ex): At 2nd level, half of a wild master’s class levels stack with 
  any druid levels for the purposes of determining his wild shape class feature.
  Favored Shape (Ex): At 3rd level, the wild master chooses one of the follow-
  ing animal groups. When he takes the shape of an animal, he gains the ben-
  efits associated with it if it is his favored shape.  The GM may include other 
  animals not listed in these categories.
     Bear shape: The wild master considers his size as being one category higher 
  for determining the damage of his natural weapons, which includes his un-
  armed damage. This effect stacks with his flurry of paws feature. 
     Bird shape: The wild master gains a +8 competence bonus to Fly checks.
     Feline shape: The wild master does not provoke attacks of opportunity when 
  moving.
     Fish shape: The wild master gains a +8 competence bonus to Swim checks.
     Primate shape: The wild master can use weapons that have the monk special 
  feature.
     Raptor shape: The wild master gains a +3 competence bonus on attack rolls.
     Snake shape: The wild master gains a +1 dodge bonus to AC and his bite 
  attack becomes poisonous. The poison has the following profile: Bite—injury; 
  save Fort DC 10 + half of his class level + his Wisdom modifier; frequency 1/
  round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves.
     Turtle shape: The wild master’s natural armor bonus to AC is increased by 
  +4.
     At 5th level and every 2 levels thereafter, the wild master can choose an-
  other favored shape.
  Flurry of Paws (Ex): A 4th level and while in the form of an animal, the wild 
  master considers his size as being one category higher when determining his 
  unarmed damage. At 8th level, he considers his size as being two categories 
  higher instead.
  Wild Shape Master (Ex): At 4th level, the wild master can use his wild shape 
  ability as a swift action and can use it to take the form of an animal while in 
  another form than his natural.
  Bestial Example (Su): At 8th level, when a wild master takes the form of an 
  animal, all animals of that type in a 60ft. radius gain a +2 moral bonus to at-
  tack and damage rolls.
  Animal Instinct (Ex): At 10th level, a wild master adds his Wisdom modifier 
  
  21
  (if any) to his AC and his CMD. This stacks with the AC bonus feature of 
  the monk class. He also adds his Wisdom modifier as a competence bonus to 
  Climb, Knowledge (nature), Perception and Survival checks.
  Timeless body (Ex): At 10th level, a wild master no longer takes penalties to 
  his ability scores for aging and cannot be magically aged. Any such penalties 
  that he has already taken, however, remain in place. Age bonuses still accrue, 
  and the wild master still dies of old age when his time is up.
  
  22
  New ki Powers
  The following powers can be chosen by monks when they gain access to a 
  new ki power.
  Arsenal Mastery (Ex): A monk with this ki power can spend 1 point from 
  his ki pool as a free action to consider a held weapon as if it had the “monk” 
  special feature for a number of rounds equal to his Wisdom modifier. This 
  power can be used more than once to cover multiple weapons.
  Blood Ki (Su): A monk with this ki power can lose 1d8 hp as a swift action 
  to regain 1 ki point. He can only use this ability if he has at least 1 ki point 
  left and only a number of times per day equal to his Wisdom modifier.
  ki Sight (Su): A monk with this ki power can spend 1 point from his ki 
  pool as a full-round action that provokes attacks of opportunity to gain a +5 
  insight bonus to his Perception rolls and the ability to see in all directions 
  around him without moving his eyes (or head). This effect lasts for a number 
  of rounds equal to his Wisdom modifier. As his eyes are closed and this sense 
  is surnatural, blinding effects don’t affect him, unless it is an area effect. A 
  monk using this power can see enemies come at him from all directions and 
  cannot be taken by surprise, unless the attacker is invisible, for example.
  Major Meridian (Ex): A monk with this ki power can activate a major me-
  ridian (as described in the pinyinist archetype of this supplement). He must 
  choose a major meridian when he takes this power. A monk must be at least 
  12th level and possess the meridian ki power before selecting this ki power.
  Meridian (Ex): A monk with this ki power can activate a meridian (as de-
  scribed in the pinyinist archetype of this supplement). He must choose a me-
  ridian when he takes this power. This power can be chosen up to three times, 
  allowing the monk to activate a new meridian each time.
  Wall Runner (Ex): A monk with this ki power can run on walls (and other 
  vertical surfaces) in all directions if he has at least 1 point in his ki pool. A 
  monk must be at least 10th level and possess the light steps ki power before 
  selecting this ki power.
  Weapon Specialization (Ex): A monk with this ki power can use a specific 
  weapon as if it had the “monk” special feature. When choosing this power, 
  
  23
  the monk must select a specific weapon (not a weapon type): as long as he has 
  1 ki point left, he can consider that weapon as if it had the “monk” special 
  feature.
     He can change the specified weapon once per month, but it takes him a to-
  tal of ten hours of intense training with the new weapon to perfectly know it. 
  Once it is done, he no longer benefits from this power with his old weapon, 
  but only with the new one.
     This power can be chosen more than once: a new weapon must be chosen 
  every time it is taken. A monk must possess the arsenal mastery ki power be-
  fore selecting this ki power. (You only need it once, even if you take Weapon 
  Specialization several times.)
  Imperial Styles
  The imperial styles are five traditions of martial artists of Porphyra, famous 
  for being linked to imperial dragons of the mysterious steppes of the north. 
  Whether they were taught by these legendary creatures or inspired by them 
  is still unknown, but one thing is certain: all five of these deserve their fame. 
  These styles are presented in this section, while the feats themselves are pre-
  sented in the next.
  Forest Style
  Originally used by gnomes and other small people to defend themselves 
  against larger threats (including bandits), the Forest Style teaches how to fight 
  from below. Any close combat weapon can be coupled to this tradition, but 
  light weapons used in pairs work the best.
     When it became famous, many humans and other adepts of taller races 
  found that crouching was efficient to use these moves, but it was not enough: 
  quickly jumping to the ground to hit weak points would quickly become a 
  signature move of masters of the Forest Style. Foes expecting to fight an easy 
  target while it is on the ground are surprised when the Forest Style adept 
  starts moving around by rolling on its side or crawling at an unexpected 
  speed.
     Most adepts of the Forest Style are monks, but some brawlers and rogues 
  are known for its use.
  Sea Style
  The Sea Style was developed to fight underwater as efficiently as possible. 
  
  24
  While most attacks are slowed down and become weaker, adepts of the Sea 
  Style find a way to hit just as hard under water as they would on ground... 
  and maybe even harder. The first known adepts of the Sea Style are, unsur-
  prisingly, aquatic races, especially merfolk.
     While inefficient out of water, the Sea Style teaches how to get the most 
  out of each strike, such that its adepts are usually seen as very precise and zen 
  fighters.
     The Sea Style is widely used, especially by undines, merfolk and other 
  people used to fight under the water. Heroes of almost all close combat classes 
  have been known to be adepts of this style.
  Sky Style
  Originating from the mountains, the Sky Style is known for being very 
  dangerous. Dangerous for the target of the attacks, of course, but also for the 
  martial artist, as he often jumps directly into the melee from higher positions.
     Extremely surprising, this style allows ambushes from treetops, surprise at-
  tacks from rooftops and escaping an enemy by jumping off a cliff. Adepts of 
  the Sky Style are taught how to jump, of course, but they first master the art 
  of falling, finding a way to negate most of the impact. They roll and get back 
  to their feet as if they just jumped over a fence. Those who master the art 
  of falling (and attacking while landing on an opponent) learn how to jump 
  higher, which let them fall on their targets again and again.
     Adepts of the Sky Style are known for their mobility and never wear any 
  armor that could slow them down. Most of them are monks or rogues.
  Sovereign Style
  The origins of the Sovereign Style are mysterious, but it has become a widely 
  used style. Its adepts mostly don’t need it, but many fights can be avoided by 
  scaring the opponent right at the beginning. Using this style is most efficient 
  with a weapon (especially a sword, an axe or a spear), but some martial artists 
  like it better bare-handed.
     The Sovereign Style doesn’t really teach any special move, but it teaches 
  adepts how to miss precisely. They know where to hit to appear as threatening 
  as possible, even if it means missing a few hits that could have damaged their 
  opponent. While most of these attacks wouldn’t cause much harm by hitting 
  a prepared enemy, they look deadly, and exploit what other think are weak 
  spots, but are not.
     Most adepts of the Sovereign Style are fighters, barbarians and paladins, 
  who each have their reasons for learning it.
  
  25
  Underworld Style
  The Underworld Style feels like a dirty tradition. It is known for being used 
  mainly by rogues, trained street fighters and other trouble-makers. Some 
  think it was first used by duergar, but nothing is less sure.
     Its adepts are taught how to maximize the impact of a two-on-one situ-
  ation, and don’t think too much about the fairness of a fight: they want to 
  win and exploit every advantage they can. Flanking their enemies becomes 
  their basic strategy and detecting openings in their target’s defenses are their 
  specialty.
     Rogues are most of the Underworld Style’s adepts, but some fighters and 
  monks also use it.
  Feats
  The following list of feats applies to monks and their abilities, and are typi-
  cally tied to the styles of combat that they apply to their practice. 
  Adept of Many Styles
  You are used to combining several styles to create your unique martial art.
  Prerequisite: Base attack bonus +2 or 2nd-level monk, two style feats that do 
  not require each other.
  Benefit: As a swift action you may enter one style you possess and select an-
  other you possess. You may use feats that require either style without having 
  to switch from one to the other.
  Normal: You may only use feats associated with style you have currently 
  entered.
  Breath of Life
  The control of your ki grants you a stronger life strength.
  Prerequisite: Con 15, ki pool class feature
  Benefit: As long as you have a point in your ki pool, you automatically 
  succeed at all Fortitude checks to see if you would succumb due to massive 
  damage.
     You can spend ki points when you have to roll a saving throw against a 
  death effect to gain a cumulative bonus of +2 on that roll for each point 
  spent.
  
  26
  Critical ki (Combat)
  You drain energy from your enemies as you land powerful blows.
  Prerequisite: Critical Focus, ki pool class feature
  Benefit: Whenever you score a critical hit, you regain 1 point in your ki pool. 
  If the critical modifier of your attack was 3, regain 2 points instead, and if it 
  was 4, regain 3 points instead.
  Enhanced Dodge (Combat)
  Your reflexes are sharper and you move faster when you can rely on plenty of ki 
  energy.
  Prerequisite: Dodge, ki pool class feature
  Benefit: You gain a +1 dodge bonus to your AC as long as you have at least 4 
  points left in your ki pool.
  Faster Flurry of Blows
  Your blows get faster when you focus on a single enemy.
  Prerequisite: Base attack bonus +6, flurry of blows class feature
  Benefit: Once per round, when you make a flurry of blows and hit the same 
  target with at least three attacks, you gain an additional attack at your highest 
  base attack bonus that must be used against the same target.
  Forest’s Roots (Combat)
  You can surprise your opponents with effective attacks while prone.
  Prerequisites: Dex 17, Forest Style, base attack bonus +3 or 3rd-level monk
  Benefit: You no longer take penalties when attacking while being prone and 
  your AC against melee attacks is only reduced by 2. This does not allow you 
  to use ranged weapons while prone (except for crossbows).
  Normal: Prone characters take a -4 penalty to hit with melee attacks and they 
  suffer a -4 penalty to their AC against melee attacks.
  Forest Style (Combat, Style)
  You have learned how to focus on weaknesses larger opponents are not used to 
  protect.
  Prerequisites: Dex 15, base attack bonus +1 or 1st-level monk
  Benefit: You gain a +2 circumstance bonus on attack rolls when targeting an 
  enemy bigger than you or higher than you.
  Forest’s Tree (Combat)
  You surprise your foes when standing up or jumping to the ground using very fast 
  and precise movements.
  
  27
  Prerequisites: Dex 19, Forest’s Roots, Forest Style, base attack bonus +7 or 
  7th-level monk
  Benefit: You can stand up or fall prone as a swift action that does not pro-
  voke attacks of opportunity.
  Normal: Standing up is a move action and provokes attacks of opportunity.
  ki Channeling
  You can infuse ki in your divine channeling to maximize its effects.
  Prerequisite: Channel energy class feature, ki pool class feature
  Benefit: When you use your channel energy class feature, you can spend ki 
  points to increase the number of dice rolled by the same amount. You cannot 
  spend more ki points than your Wisdom modifier that way per day.
  Master of Many Styles
  Your impressive mastery of fighting styles allows you to combine them and truly 
  shine as a martial artist.
  Prerequisite: Adept of Many Styles, base attack bonus +9 or 9th-level monk, 
  three style feats that do not require each other.
  Benefit: You may enter one style you possess and select two other styles you 
  possess. You may use feats from any of these three styles without having to 
  switch from one to the other. Once per round, you can change a single style 
  stance for another one as a free action.
  Normal: Switching style stance requires a swift action.
  Sea Hurricane (Combat)
  Your underwater movements are so brutal that the water following your move-
  ments causes great damage to your opponents.
  Prerequisite: Str 21, Sea Monster, Sea Style
  Benefit: When you use the Sea Style to deal extra damage, deal 1d8 + your 
  Strength modifier instead.
  Sea Monster (Combat)
  Your underwater speed and the swiftness of your aquatic attacks are similar to a 
  furious piranha’s.
  Prerequisite: Sea Style, Swim 9 ranks
  Benefit: Your swim speed becomes equal to your land movement speed if it 
  was lower. If your swim speed was already that high, add 10 ft. to it.
     When you charge underwater, you can attempt to attack another time the 
  same target if you succeeded your charge attack. You must succeed at a Swim 
  check (DC equal to the target’s AC) to do so. You have a -5 penalty to your 
  
  28
  base attack bonus on that second attack and it is not considered as a charge 
  attack, which means that you don’t get the +2 bonus to your attack roll.
  Sea Style (Combat, Style)
  When you fight underwater, your movements are followed by a mass of water hit-
  ting your target right after your attack.
  Prerequisite: Str 15, Aquatic Combatant
  Benefit: Every time you hit an enemy with a melee attack while being un-
  derwater, you deal extra bludgeoning damage equal to 1d2 + your Strength 
  modifier due to the water flowing with your movement.
  Sky Predator (Combat)
  You can leap and reach enemies from above even when jumping from the ground 
  they stand on.
  Prerequisite: Dex 17, Sky Style, Acrobatics 7 ranks
  Benefit: You can attempt a jump as part of a charge to gain the benefits of 
  the Sky Style feats. It requires an Acrobatics check to succeed. If you fail, you 
  don’t get the benefits of that feat but the charge works normally. The DC of 
  that check is 10 if the charged enemy is smaller than you, and is raised by 10 
  for every size category over it. For example, if you are of a Normal size cat-
  egory and the target of your charge’s size category is Large, you need to reach 
  a DC of 30.
  Sky Shadow (Combat)
  You have become a master in aerial movements and can jump from any height 
  without much consequences.
  Prerequisite: Dex 19, Sky Predator, Sky Style, Fly 5 ranks
  Benefit: You can add your Fly ranks (up to your Dex modifier) to your Acro-
  batics ranks when falling or jumping.
     Additionally, when rolling an Acrobatics check to see if you can reduce the 
  damage taken due to a fall, you can avoid the damage of 10 more feet for 
  every 5 by which your check exceeds the DC.
  Sky Style (Combat, Style)
  You are a specialist at attacking enemies under you as you land next to them.
  Prerequisite: Dex 15, Acrobatics 4 ranks
  Benefit: You can attempt a charge (as a full-round action) while falling on or 
  next to an opponent. If you don’t suffer more than 1d6 lethal damage due to 
  your fall, you count as having charged your target and gain a +4 circumstance 
  bonus on your attack roll (which cumulates with the usual bonuses due to the 
  charge (+2) and the higher position (+1)).
  
  29
     Note that the fall does not need to be long for you to use this feat, even if it 
  uses a full-round action. You can jump from a higher position to initiate the 
  fall, but the horizontal movement cannot be higher than half of your move-
  ment value.
     Additionally, you can always try to reduce the damage taken after an unin-
  tentional fall as if it was intentional.
  Special: In the case where you don’t fear falling damage and if the target of 
  the charge is more than 500 ft. lower than you when you use this feat, you 
  can’t reach it in one round. You count as falling for this round but can try the 
  charge later. Each consecutive round makes you fall for 1000 ft. Once your 
  total falling distance would make you reach the ground, you can charge your 
  target, if it is still here.
  Sovereign Confidence (Combat)
  You are so skilled at doing impressive moves that even your missed attacks can 
  baffle your opponents.
  Prerequisite: Cha 17, Bluff 7 ranks, Sovereign Style
  Benefit: You can declare that an attack was a fake attack (as described by the 
  Sovereign Style feat) after seeing the attack roll. It becomes a touch attack and 
  is resolved as if you had decided prior to it that it would be a fake attack.
  Sovereign Presence (Combat)
  You are very talented at catching everyone’s attention, which is useful when you 
  try to impress your enemies.
  Prerequisite: Intimidate 11 ranks, Sovereign Confidence, Sovereign Style
  Benefit: Before you attempt a fake attack as permitted by the Sovereign Style 
  feat, you can try to catch other opponent’s attention as a swift action. Every 
  opponent that could see you in a 30 ft. radius around you must succeed at a 
  Will check (DC equal to 10 + your Charisma modifier + your Intimidation 
  ranks) or be affected by the result of your Intimidation check, if your fake 
  attack succeeds.
  Sovereign Style (Combat, Style)
  You make fake but very impressive attacks that can intimidate your enemy.
  Prerequisite: Str 15, Cha 15, Intimidating Prowess
  Benefit: Every round, you can declare one of your attacks (before rolling it) 
  as being a fake attack. It can be part of a full attack. It becomes a touch attack 
  that does not deal any damage. Instead, if you would hit your target, it allows 
  you to perform an Intimidation check against it with a circumstance bonus 
  equal to your base attack bonus.
  
  30
  Underworld Strike (Combat)
  Your hits find the weakest spots in your foes’ defenses, especially if they can’t fully 
  focus on their guard.
  Prerequisite: Int 17, Underworld Style, base attack bonus +6 or 6th-level 
  monk
  Benefit: Double the critical range of your attacks when targeting an enemy 
  you are flanking.
  Special: This effect doesn’t stack with any other effect that expands the threat 
  range of an attack.
  Underworld Style (Combat, Style)
  Your smart positioning and keen reflexes coupled to an allied presence allow you to 
  fight many foes at once.
  Prerequisite: Dex 13, Int 15, base attack bonus +4 or 4th-level monk
  Benefit: Enemies you are flanking cannot flank you.
  Underworld Threat (Combat)
  Fighting you is dangerous, but attacking one of your allies while being flanked is a 
  deadly mistake.
  Prerequisite: Int 19, Underworld Strike, Underworld Style, base attack bo-
  nus +8 or 8th-level monk
  Benefit: When an enemy you are flanking attacks someone else than you, you 
  can do an attack of opportunity against him. You cannot do so against the 
  same enemy more than twice between two of your turns, even if you can do 
  more attacks of opportunity than normally allowed.
  Unstoppable Flurry of Blows
  Your blows get faster when you focus on a single enemy.
  Prerequisite: Faster Flurry of Blows, base attack bonus +16 or 11th-level 
  monk, flurry of blows class feature
  Benefit: You can use the Faster Flurry of Blows feat a second time every 
  round after hitting the same target with at least six attacks as part of your 
  flurry of blows (which can include the attack gained with the first use of the 
  Faster Flurry of Blows feat).
  
  31
  OPEN GAME LICENSE Version 1.0a
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
  Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on mate-
  rial by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Animal Lord, Cat Lord from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Atomie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Brian Jaeger and Gary Gygax.
  Genie, Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; Author: Scott Greene.
  Hippocampus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott 
  Greene and Erica Balsley, based on original material by Gary Gygax.
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved.
  
  32
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
  Kelpie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Lawrence Schick.
  Korred from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc Radle.
  Leprechaun from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Ian Livingstone and Mark Barnes.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; Author: JD Wiker.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason 
  Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney- MacFarland, Owen K.C. Stephens, Todd Stewart, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
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  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
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  Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric 
  Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike 
  Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, 
  Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob Mc-
  Creary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan 
  Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, 
  David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.
  Psionics Augmented, © 2013, Dreamscarred Press
  Psionic Bestiary, © 2013, Dreamscarred Press.
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Slime Mold from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved.
  The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, 
  George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. 
  Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari Marmell
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich Redman
  Ultimate Psionics, © 2013, Dreamscarred Press
  Unchained Monks of Porphyra © 2018, Purple Duck Games; Author Nikolai Samarine.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Unchained Monks of Porphyra.pdf