Traits: Warrior of Old
): Low-Light Vision, Adaptability, Elf/Human Blood, Elven Immunities, Keen Senses, Multitalented, Languages(common, elven)
Monk (+1 skill point), Summoner (+1/4 evolution)
Hungry Ghost Monk
): Bonus Combat Feat, Flurry of Blows, Punishing Kick*, Unarmed Strike, Full base attack bonus, d8 Hit Dice, Good fort saves, Good reflex saves, Good will saves, 4+INT skill points/level
): Fused Eidolon*, Fused Link*, Summon Monster I SLA (
Celestial Dire Rat
), Summoner Spellcasting
Can be any non-chaotic alignment.
Gains full base attack bonus.
Can select feats that are normally only available to fighters using monk level as effective fighter level, but these must be selected as character level feats, not as monk bonus feats, unless otherwise noted.
The use of Flurry of Blows has been expanded along with the modified versions of Improved Two-Weapon Fighting and Greater Two-Weapon Fighting (see feats section for details). In addition, once per round a monk may make a single extra attack with an unarmed strike or special monk weapon on an attack of opportunity, using his highest base attack bonus, but taking whatever penalty is currently being assessed to his flurry attacks.
Gains Combat Reflexes as a bonus feat at level 3.
Gains additional Bonus Feats at levels 4 and 8 that can be selected from the list in the Monk class profile.
Fast Movement is considered an untyped bonus to base land speed rather than an enhancement bonus.
Gains Opportunistic Surge(ex) at level 5; improves at level 10, 15 and 20:
A monk gains the ability to react to actions taken beyond his current threat range. When an action that would trigger an Attack of Opportunity takes place within the range of the monk's Opportunistic Surge, the Monk may automatically move to within range and take the AoO. This is free movement that is counted separately from any other movement that the monk makes. A monk can only use an Opportunistic Surge once per round.
At level 5, the range of Opportunistic Surge is 5 feet beyond the monk's current threat range.
So a medium sized monk using unarmed strikes or standard melee weapons with a reach of five feet could make an Opportunistic Surge against an opponent ten feet away, but a monk wielding a reach weapon with a reach of ten feet, or a large sized monk with a reach of ten feet could make an Opportunistic Surge against an opponent fifteen feet away.
Note: Extended reach provided by feats such as Lunge, or any other class feature or magical ability, do not contribute to the base threat range used to determine the threat range of opportunistic surge.
At level 10, the range increases to 10 feet beyond the monk's current threat range.
At level 15, the range increases to 15 feet beyond the monk's current threat range.
At level 20, the range increases to 20 feet beyond the monk's current threat range.
Gains Wallwalker(su) at level 6.
By spending 1 ki point as a standard action, a monk gains the ability to walk on vertical surfaces as if they were level ground. The surface must be at no more than a 90 degree angle in relation to the ground or floor.
While using the wallwalker ability, a monk moves at his full movement speed, and may engage in actions that require him to move at greater than his normal movement speed, as if he was on a flat surface, and he has full use of both arms.
Once activated, the effects of wallwalker last for 1 minute, during which the monk can move between horizontal and vertical surfaces at will.
By spending 1 extra ki point, a monk can activate wallwalker as a swift action.
Wholeness of Body, gained at level 7, has been modified as follows: By spending 1 ki point as a standard action, a monk can heal himself of 1d4 hp for every two monk levels, rounded down. There is no limit to how many times wholeness of body can be used, as long as the monk has enough ki points to spend.
Gains Disruptive as a bonus feat at level 7.
Gains Ki Strike(aligned) at level 8 (replaces Ki Strike(lawful)). In addition to being treated as lawful, by spending 1 ki point as a free action, a monk can align his unarmed strikes as either good or evil for the purposes of overcoming damage reduction, although he cannot treat his strikes as an alignment that is in direct opposition to his own.
Once activated, this effect lasts for 1 minute. Gains Flawless Step(ex) at level 9, as described here:
A monk can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
This ability only works while the monk is unarmored.
Gains Ki Strike(metalliine) at level 11 (replaces Ki Strike(adamantine)). In addition to being treated as adamantine, by spending 1 ki point as a free action, a monk can treat his unarmed strikes as any other single material for the purposes of overcoming damage reduction. The strikes take on none of the other benefits or drawbacks of the material they emulate. Once activated, this effect lasts for 1 minute.
Gains Spellbreaker as a bonus feat at level 11.
Gains Skywalker(su) at level 12, as described here:
Works as the spell,
, except that the effect is supernatural, requiring 2 ki points and a standard action to activate, and only lasts for 1 minute. By spending 1 extra ki point, a monk can activate this ability as a swift action.
Gains Superlative Instincts(ex) at level 15. Whenever a creature that a monk threatens attempts to cast a spell or spell-like ability(even defensively), or activates a supernatural ability, he can make an attack of opportunity against that creature.
A monk can select any Style Feats that he qualifies for as monk class bonus feats.
Can only select the feat Extra Evolution a maximum of once every other level.
By spending two daily uses of his Summon Monster spell-like ability, a summoner can use that ability while his eidolon is present.
Summoning your eidolon now requires only a full round action (I am reserving the right to take a closer look at rules that may need to be adjusted as a result of this change, such as benefits that may come from constantly dismissing and re-summoning your eidolon)
The summoner can learn Summon Monster III as a 2nd level spell,
Summon Monster IV as a 3rd level spell,
Summon Monster VI as a 4th level spell,
Summon Monster VII as a 5th level spell,
Summon Monster IX as a 6th level spell.
Changes to the Synthesist Archetype:
The synthesist can choose to use his own base attack bonus, or his eidolon's, whichever is higher.
If a synthesist chooses the Increased Ability Score evolution, the bonus provided is considered an enhancement bonus to the eidolon's ability score. When taking the Large Size evolution, all resulting increases to ability scores are considered size bonuses and are halved when the eidolon is combined with the synthesist.
If a synthesist chooses the Increased Natural Armor evolution, the bonus provided is considered an enhancement bonus to the eidolon's natural armor. Feats: Extra Evolution
House Ruled: You immediately gain a +3 bonus to the chosen skill.
This bonus improves according to character level.
At level 10, this bonus improves to +5, and you can reroll a check using this skill once/day.
At level 20, this bonus improves to +7.
Special: You can gain this feat multiple times. It's effects do not stack. Each time you take the feat, it applies to a new skill. Skill Focus-Perform(sing)
Catch Off Guard
Acrobatics, Heal, Intimidate, Perception, Perform(sing), Sense Motive, Stealth
Lesser Rejuvenate Eidolon
11 hp (d10 [max] +1 Con), Str: 16, Dex: 12, Con: 13, Darkvision, Link,, Share Spells, 3 Max Natural Attacks, +2 Natural Armor
4 evolution points (3 + 1 extra evolution)
Free evolutions: Claws (x2 1d4), Limbs (arms), Limbs (legs)
Purchased evolutions: Limbs (arms) [2pts], Limbs (arms) [2pts]