Note: The only things I am recording here are the changes from the original Monk class. If something doesn't appear on this table, then it has either been left unchanged or removed. If it was removed, it is in the notes just below the table.
Code:
Level BAB Special
1 +1 Martial Arts, Flurry of Blows, Stunning Fist
2 +2 Improved Grapple
3 +3 Following Step
4 +4 Improved Disarm, Ki Strike (magic), Mettle
5 +5 Crippling Blow, Fast Healing
6 +6/+1 Combat Reflexes, Improved Technique
7 +7/+2 Deflect Arrows, Ki Strike (materials)
8 +8/+3 Improved Trip, Spring Attack
9 +9/+4 Improved Evasion, Extra Stunning
10 +10/+5 Ki Strike (alignments), Fast Healing
11 +11/+6/+1 Diamond Body, Greater Flurry
12 +12/+7/+2 Disrupting Blow (standard actions, move actions, full-round actions), Improved Technique
13 +13/+8/+3 Diamond Soul, Bounding Assault
14 +14/+9/+4 Staggering Blow, Extra Stunning
15 +15/+10/+5 Death Punch, Fast Healing
16 +16/+11/+6/+1 Ki Strike (ignore hardness, lethal damage)
17 +17/+12/+7/+2 Rapid Blitz
18 +18/+13/+8/+3 Disrupting Blow (swift actions, lose use), Improved Technique
19 +19/+14/+9/+4 Dazing Blow, Extra Stunning
20 +20/+15/+10/+5 Fast Healing, Disrupting Blow (two actions), Perfect Self
Removed: Wholeness of Body, Tongue of the Sun and Moon, Abundant Step, Empty Body, multiclass/ex-Monk restrictions
In: Autohypnosis as a class skill
Stunning Fist, Improved Trip, Improved Disarm, Improved Grapple, Deflect Arrows, Spring Attack, Bounding Assault, Rapid Blitz, and Extra Stunning are all bonus feats and replace the standard "bonus feats" class feature.
Martial Arts (Ex): Replaces and functions exactly like the printed Unarmed Strike ability, but a Monk uses training and placement of blows rather than brute strength to fight and may use their Dexterity score instead of their Strength on attack and damage rolls with Unarmed Strikes and special Monk weapons. They may also use their Dex Modifier instead of their Strength for Grapple and Trip checks. Also, an Unarmed Strike is considered to be a one-handed weapon for the purposes of bonus damage, tactical manuvers (such as disarm) and feats such as Power Attack. At 10th level, a Monk's Unarmed Strike is treated as a two-handed weapon for these purposes (adding 1-1/2* Dexterity modifier to damage, if the Monk chooses to use Dex instead of Str). Unarmed Strikes are still useable in a grapple, since they are natural weapons.
Flurry of Blows (Ex): Works as written except the extra attacks are also granted on normal attack actions. In other words, whenever a Monk makes an attack with an Unarmed Strike or special Monk weapon, they may make the additional attacks granted by Flurry of Blows (if they do so, they also take any penalties that apply). Flurry of Blows cannot be used on an attck of opportunity.
Following Step (Ex): Whenever an opponent a Monk of at least 3rd level threatens takes a 5-foot step, the Monk may take a 5-foot step, even if they have already moved this round. This ability only functions when unencumbered and wearing no armor/shield
Ki Strike (Ex): At 4th level, a Monk striking unarmed overcomes Damage Reduction as though it were a magic weapon. At 7th level, these attacks are treated as every material for the purposes of overcoming Damage Reduction. At 10th level, these attacks are treated as every alignment for overcoming Damage Reduction. At 16th level, these attacks are treated as every alignment and material for dealing lethal damage to creatures with regeneration (for example, they would deal lethal damage to a Pit Fiend, but not a Troll). In addition, they ignore hardness of objects as though they were admantine.
Crippling Blow (Ex): At 5th level, a Monk can strike a foe's body in such a way as to hinder movement. Once per round per foe, a Monk can use this ability. They make a normal attack against the foe. If the attack misses or fails to deal damage, the attempt is ruined and cannot be used against that foe again this round If it deals damage, the foe must make a Reflex save (DC 10+ 1/2 Monk's level + Wisdom modifier). On a success, their speed is cut to 3/4 (round down) normal for 1 round. On a failure, it is cut to 1/2 normal (round down) for one round. Plants, Undead and Constructs are not immune to this ability, but Oozes and elementals are. Supernatural movement modes are not affected. This ability cannot be used on the same attack as Stunning Fist, Disrupting Blow, Staggering Blow, Death Punch, or Dazing Blow.
Fast Healing (Ex): A Monk's bodily control eventually manifests in accelerated healing. At 5th level, a Monk gains Fast Healing 1 while not rushed or threatened. At 10th level, the fast healing increases to 5 under the same conditions. At 15th level, the rate increases to 10, but it now applies at any time. At 20th level and every five levels thereafter, it increases by 5.
Improved Technique (Ex): At 6th level a Monk is treated as one size category larger for the purposes of Disarm, Grapple, Sunder, and Trip checks. At 12th level and every 6 levels thereafter, the Monk's effective size for these checks increases by an additional size category.
Diamond Body (Ex): works as written, but is Extraordinary instead of Supernatural.
Disrupting Blow (Ex): Upon reaching 12th level, a Monk can ruin a foe's attempts to do just about anything with a quick strike with an Unarmed Strike or a special Monk weapon. Once per round when an enemy that a Monk threatens performs a Move, Standard, or Full-round action, the Monk can attempt to disrupt it, using up one of their attacks of opportunity for the round. Make an attack roll against the acting foe. If it hits, this attack deals no damage (or any other effects that may be tied to a successful attack), but the opponent loses that action. If it was casting a spell or using another ability with limited uses, they do not lose the prepared spell, spell slot, or use of the ability. A Monk can only use this ability once in a round. Every three levels, they may attempt to disrupt an additional opponent (2 at level 15, 3 at 18, and so on), but they still can only disrupt 1 action per foe. At 18th level, a Monk can use this ability to disrupt Swift and Immediate actions and the disrupted action is lost as though it were used (an interrupted casting results in a lost spell slot, for example). At 20th level, three times per day, a Monk can disrupt a second action from an opponent as an immediate action without using up an Attack of Opportunity for the round. A staggered foe is considered to already have been interrupted with this ability.
Diamond Soul (Ex): The Monk gains spell resistance 15 + Monk level. In addition, the Monk can decide to let spells bypass her Spell Resistance. This is often to recieve beneficial spells without trouble.
Staggering Blow (Ex):At 15th level, a Monk can strike a foe's body in such a way as to limit their coordination. Once per round per foe, a Monk can use this ability. They make a normal attack against the foe. If the attack misses or fails to deal damage, the attempt is ruined and cannot be used against that foe again this round. If it deals damage, the foe must make a Fortitude save (DC 10 + damage dealt). On a success, the target is unaffected. On a failure, the target is staggered for 1 round. A creature immune to critical hits is immune to this ability. This ability cannot be used on the same attack as Stunning Fist, Crippling Blow, Disrupting Blow, Death Punch, or Dazing Blow.
Death Punch (Ex):As Quivering Palm, except that the ability is Extraordinary and can be used a number of times per day equal to Monk Level/4 (round down). The character can no longer wait before attempting to kill his foe. This ability can only be used once per round and cannot be used on the same attack as Stunning Fist, Crippling Blow, Staggering Blow, Disrupting Strike, or Dazing Blow. This ability replaces Quivering Palm.
Dazing Blow (Ex):At 19th level, a Monk can stirke a foe's body in such a way as to disorient them. Once per round per foe, a Monk can use this ability. They make a normal attack against the foe. If the attack misses or fails to deal damage, the attempt is ruined and cannot be used against that foe again this round. If it deals damage, the foe must make a Will save (DC 10 + 1/2 Monk's level + Wisdom modifieror be Dazed for 1 round. Oozes and Elementals are immune to this ability, This ability cannot be used on the same attack as Stunning Fist, Crippling Blow, Sickening Blow, Disrupting Blow, Death Punch, or Staggering Blow.
Perfect Self: As written, except it grants DR 15/ Epic.