OK, I'll move Diamond Soul around a bit, and find a spot to throw in the ability to take 10 on Jump, Balance and Tumble. Probably in one of the Paths, though.
Concerning the weapon part: I wanted to make a real balanced choice between hand and weapon. Hand, more damage, better to-hit, weapon, more range (which monk is NOT going to use a reach weapon, honestly?), special boni to disarm/sunder/trip/whatever.
Here a few Paths, feel free to create you own to expand the list.
A path is a collection of fighting techniques based on a central concept. Some techniques provide lasting benefits, such as a permanent ability or a bonus feat; others can be expended during an encounter.
A monk knows all techniques from a path, provided she is of a sufficient level. Some techniques function exactly like martial maneuvers and stances and are noted as such, though they do not qualify as martial maneuvers for the purpose of feats, prestige classes, and so on. They cannot be duplicated on a martial script. On the other hand, they can be identified with a successful Martial Lore check. A monk recovers techniques like a swordsage recovers maneuvers (i.e., one technique recovered as a full-round action that does not provoke AoOs). A monk does not need to select or prepare her techniques; they are all available at the beginning of an encounter.
Unless otherwise noted, all techniques are Extraordinary abilities.
The Praying Mantis style focuses on rapid successions of blows on the target's vital spots and makes great use of the upper body, using the legs for short, low kicks, intended rather for diversion than real damage. Praying Mantis is a quite modern style compared to older fighting methods like Tiger or Crane.
Students of the Praying Mantis know the following techniques:
1st - Mantis Flurry: when using the Full Attack action with unarmed strikes or natural weapons, the Monk may make an additional attack at her highest base attack bonus.
4th - Hit the Soft Spot: the Monk gains Stunning Fist as a bonus feat, even if she doesn't meet the prerequisites. She may use the feat once per day per Monk level instead of the listed amount of uses per day.
7th - Break the Distance (Strike): as a swift action, the monk may designate one opponent within line of sight and move up to half her speed (round down). Her movement does not provokes AoO from the designated foe (but does provoke from other foes).
10th - Mantis Interception (Stance): the Monk adds her Dexterity modifier as an Insight bonus to attacks an damage rolls while performing attacks of opportunity.
13th - Mantis Rampage: when using the Full Attack action with unarmed strikes or natural weapons, the Monk may make two additional attacks at her highest base attack bonus. When using the Full Attack action with a weapon, the Monk may make one additional attack at her highest base attack bonus.
16th - Quivering Palm (Strike): as a full-round action, the monk may perform a single melee attack against her opponent. If the attack succeeds, the target must succeed on a Fortitude save (save DC = 10 + the monk's Dexterity modifier + 1/2 monk level) or die. Opponents immune to stunning cannot be affected by this ability.
19th - Mantis Insight (Stance): while in this stance, the Monk is no longer surprised or flat-footed and always retains her Dexterity bonus to AC. She adds her Wisdom modifier as an Insight bonus to Initiative rolls.
The Crane style focuses on movement, distance and timing, using long strikes and swift retreats to avoid the counter-attack. Crane masters can move gracefully around the battlefield, delivering powerful thrusts while staying out of reach of their opponents.
1st - Fluttering Wings (Counter): when attacked in melee, students of the Crane may deflect the attack and leave their opponent open for the counter-attack. As an immediate action, the monk gains a Dodge bonus equal to her Wisdom modifier against an incoming melee attack. On the next round, the monk gains the same bonus as an Insight bonus on her next attack roll against the opponent that attacked her.
4th - Tao of the Long Fist (Boost): until the end of her current turn, the Monk's reach doubles, but she suffers a -2 penalty to armor class.
7th - Dance of the Crane (Stance): any time a opponent provokes an attack of opportunity from the monk, she may forgo this attack and take a 5' step instead. This movement does not provoke attacks of opportunity.
10th - Tao of the Crane (Stance): while performing the Tao of the Crane, the monk may move through space, using her arms and body waves for balance and navigation. She gains a fly speed equal to twice her base land speed, with average maneuvrability. Attacking in this stance is very difficult. After claiming attacks, the Monk must succeed on a Balance check (DC = 25 + 2 x the number of attacks performed) or lose the benefits of this stance and fall.
13th - Step of the Crane (Strike): as a move action that provokes attacks of opportunity, the Monk may teleport to a free spot within 60'. She must have line of sight to the destination spot. This technique is a supernatural ability.
16th - Fluttering Wings (Strike): as a full-round action, the Monk may move up to her speed and perform a full attack action against a single opponent. If she succeeds on a Sense Motive check with a DC equal to the opponent's Armor Class, she may move up to her speed after the attack. Neither move provokes an attack of opportunity from the opponent she's attacking.
19th - Tao of the Cloud: having attained complete mastery of the Crane style, the monk may become ethereal as an immediate action and remain in this form for a number of rounds per day equal to her Monk class level, though she may split the duration among different uses of the ability. She may end this state as a free action. This technique is a supernatural ability.
Students of the Path of the Tiger are often physically strong, sturdy and powerful. The Tiger style emphasizes on low, stable stances and powerful upper limbs attacks.
1st - Tiger Stance (Stance): stability is the key to the Tiger style. In this stance, the Monk gains a bonus equal to half her class level (round up) on opposed Strength checks and checks to resist Bull rush and Trip. Furthermore, she does not suffer any penalties on Balance checks made on slippery or sloped surfaces.
4th - Tiger Fist: the monk gains Power Attack as a bonus feat, even if she doesn't meet the prerequisites. The maximum penalty she may take while using this feat is equal to her Base attack bonus +2.
7th - Strength of the Tiger (Stance): adepts of the Path of the Tiger can break through targets with great ease, though they do so at the expense of their own health. While in this stance, the monk may choose to ignore her target's Damage Reduction or Hardness. After each attack in which she does so, she suffers a number of hit points damage equal to half the amount of Damage reduction or Hardness bypassed (round up). This damage bypasses her own Damage Reduction.
10th - Tiger Spirit (Boost): as a swift action, the monk summons the spirit of the Tiger to gain combat bonuses. She gains a +4 bonus to Strength, Damage Reduction 5/-, and her Base attack bonus becomes equal to her Character level (which may grant her additional attacks). These benefits last for a number of rounds equal to 1/4 her class level, rounded up.
13th - Tao of the Tiger (Strike): as a full-round action, the monk may perform a full attack and move up to 5' between the attacks. This movement does not provoke attacks of opportunity. The monk may move up to her speed during this technique.
16th - Tiger shape (Boost): as a swift action, the monk becomes the embodiment of the Tiger spirit and polymorphs into a large tiger. Her equipment melds into the tiger form and continues to function. She gains a size category (but no bonus or penalty to Strength, Dexterity or Armor Class), +8 bonus to Strength, +4 bonus to Dexterity and Constitution, a natural armor bonus of +6, the Improved Grab and Pounce ability, and a Rake attack dealing damage equal to her base unarmed damage + 1,5 times her Strength score. She loses the ability to speak while in this form. The tiger form lasts for two rounds. This technique is a supernatural ability.
19th - Tiger Alacrity (Boost): masters of the Tiger style can recover their techniques faster than usual. As a Swift action, the monk may recover up to two techniques from the Path of the Tiger, or one technique from any other Path.
Unlike the more direct Tiger or Mantis, Dragon is a fighting style based on inner focus and meditation. Students train their perception and insight and seek truth through concentrated effort. Despite their meditative lifestyle, adepts of the Dragon are still highly-trained combatants, perfectly capable of striking true and delivering powerful blows.
1st - Dragon Awareness (Stance): students fo the Dragon seek to maintain a state of elevated consciousness to perceive their surroundings to a different level. In this stance, the Monk gains an Insight bonus to all Wisdom-based skill checks equal to half her Monk class level, rounded up. Once she reaches 13th level, she may forgive seven points of this bonus to gain Blindsense up to 30'. She may switch between the benefits as a swift action.
4th - Dragon Insight: the monk gains Improved Initiative as a bonus feat. Once per day, she may reroll an initiative roll she just made and take the best of both results.
7th - Heart of the Dragon: by sheer force of will, a student of the Path of the Dragon can heal her own wounds and penalties. She may cure a number of hit points per day equal to her Wisdom modifier x her Monk class level, and she may spread this healing among different uses. Activating this ability is a standard action. Alternatively, she may spend 15 points of healing to gain the benefit of a Lesser Restoration spell, 30 points to gain the benefit of a Restoration or Neutralize Poison spell, or 45 points to gain the benefit of a Break Enchantment spell. She may use this ability to heal willing targets, though the costs are doubled. This technique is a supernatural ability.
10th - Dragon Fist (Boost): as a swift action, the monk may transform her strikes into pure discharges of energy until the start of her next turn. She adds her Wisdom modifier as a bonus on melee damage rolls with unarmed strikes or natural weapons. All damage dealt with unarmed strikes or natural weapons this round is considered Force damage.
13th - Tao of the Dragon (Stance): while in this stance, the adept opens her mind to the greater truth and becomes able to see reality as it really is, gaining the benefits of a True Seeing spell. At the beginning of each round after the first, she must succeed on a Will save (DC = 15 + 2x number of rounds elapsed) or be unable to sustain the vision, losing the benefit of the stance and becoming dazed for the rest of the turn.
16th - Dragon Calm: by performing a five-minutes ritual and succeeding on a DC 30 concentration check, the Monk gains the benefit of a Mind Blank spell for 10 minutes per Class level. This technique is a supernatural ability.
19th - Dragon Harmony: Three times per day, the Monk may spend a swift action to gain the benefit of any two stances she knows. At the beginning of each turn in which she claims this ability, she must succeed on a Concentration check (DC = 20 + 3x the number of turns elapsed since the activation) or lose the benefits of both stances.
Monkey adepts tumble, roll, feint and deceive their opponents with surprising moves and acrobatic prowess. The Path of the Monkey is highly difficult to master, requiring strength, coordination, stamina and a great deal of precision, but Monkey students always have an ace up their sleeve against their opponents.
1st - Monkey see, monkey do (Counter): adepts of the Monkey path are extremely adaptable and learn to recognize their opponent's tactics quickly. If an opponent uses an attack form or a spell she has already used against the monk, the monk may spend in immediate action to gains a Dodge bonus to AC and a Luck bonus on saving throws against this attack or spell equal to her Charisma modifier (minimum 2).
4th - Monkey Jokes: the monk gains the Improved Feint feat, even if she doesn't meet the prerequisites. Starting at this level, the adept treats Bluff as a class skill.
7th - Gorilla Stance (Stance): Monkey loves to wrestle. In this stance, the monk is treated one size larger for all situations where this would be beneficial to her. Furthermore, she gains a +4 bonus on grapple checks and damage rolls in a grapple.
10th - Tao of the Monkey (stance): in this stance, the monk can take 10 on all Balance, Climb, Jump, Perform (acrobatics) and Tumble checks, even if rushed or threatened. She does not lose her Dexterity bonus to AC while climbing. As a free action, she may end this stance to stand up from a prone position without provoking attacks of opportunity.
13th - Drunken Monkey (Counter): as an immediate action, the monk becomes immune to all spells and effects requiring a Fortitude save until the start of her next turn.
16th - Silverback's Fury (Boost): as a swift action, the monk grows one size larger, gains a +6 bonus to Strength and Dexterity, and gains an additional move action. Any attack after the first on a given opponent deals +3d6 points of damage. This applies to attacks of opportunity as well. All benefits last until the beginning of her next turn.
19th - Assault of the Tribe (Strike): as a standard action, the monk may designate a 20' radius area within 120' of her. A swarm of semi-real Medium-sized apes and monkeys appear in the area, screaming and attacking wildly. The tribe deals 6d6+monk's Charisma modifier to anything in the area each round. The damage is bludgeoning, piercing and magical in nature, and overcomes damage reduction as if it were chaotic-aligned. The sheer confusion blocks line of sight and line of effect and makes vision, hearing, tremorsense and smell limited to 5' in the area. Movement is halved and flight is impossible. Any monk capable of using this technique is immune to its effects. The swarm subsides for as long as the monk concentrates (a standard action), up to 1 round per 4 Monk class levels, and then vanishes. This technique is a supernatural ability.
OK, that's a start. Covered 4 basic styles of Shaolin, plus the Mantis. I'll update more paths later.