Been getting the itch to do this for a while, and with a little help from Agita, it is done.
Used the PF Monk as a basis because it was closer to the monk I was looking for than the 3.5 version.Revised Monk[Pathfinder]Alignment
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Swim (Str) and Use Magic Device(Cha).Skill ranks per level
4 + IntBAB
Weapon and Armor Proficiency
|Level||BAB||Fort||Ref||Will||Ki Armor||Fast Movement||Slow Fall||Unarmed Damage||Stunning Fist||Abilities|
|01||+1||+2||+2||+2||+0||+0ft||0ft||1d6||Stun||AC Bonus(+2), Body and Weapon, Bonus Feat, Flurry of Blows(1 attack), Stunning Fist, Unarmed Strike|
|02||+2||+3||+3||+3||+0||+0ft||0ft||1d6||Stun||Bonus Feat, Evasion,|
|03||+3||+3||+3||+3||+0||+10ft||0ft||1d6||Stun||Fast Movement, Still Mind|
|04||+4||+4||+4||+4||+1||+10ft||10ft||1d8||Fatigue||Ki Armor,Ki pool, Ki Strike(magic) Slow Fall,|
|05||+5||+4||+4||+4||+1||+20ft||10ft||1d8||Fatigue||Transcend Suffering, High Jump, Purity of Body|
|06||+6/+1||+5||+5||+5||+1||+20ft||10ft||1d8||Fatigue||Bonus Feat, Flurry of Blows(any weapon), Ki Strike(ghost touch)|
|07||+7/+2||+5||+5||+5||+1||+30ft||10ft||1d8||Fatigue||Wholeness of Body|
|08||+8/+3||+6||+6||+6||+2||+30ft||20ft||1d10||Sicken||Flurry of Blows(2 attacks)|
|09||+9/+4||+6||+6||+6||+2||+40ft||20ft||1d10||Sicken||Improved Evasion, Wholeness of Body(purging)|
|10||+10/+5||+7||+7||+7||+2||+40ft||20ft||1d10||Sicken||Bonus Feat, Ki Strike(aligned), Transcend Suffering(endure elements, meditation)|
|11||+11/+6/+1||+7||+7||+7||+2||+50ft||20ft||1d10||Sicken||Diamond Body, Wholeness of Body(Restoration)|
|13||+13/+8/+3||+8||+8||+8||+3||+60ft||30ft||2d6||Stagger||Diamond Soul, Wholeness of Body(Regeneration)|
|14||+14/+9/+4||+9||+9||+9||+3||+60ft||30ft||2d6||Stagger||Abundant Step(Teleport), Bonus Feat, Flurry of Blows(3 attacks)|
|15||+15/+10/+5||+9||+9||+9||+3||+70ft||30ft||2d6||Stagger||Diamond Soul(Spell Eater), Transcend Suffering(environmental immunity) Quivering Palm, [Wholeness of Body(Shared)|
|16||+16/+11/+6/+1||+10||+10||+10||+4||+70ft||Air Walk||2d8||Blind/Deaf||Abundant Step(planar step), Ki Strike(Adamantine)|
|17||+17/+12/+7/+2||+10||+10||+10||+4||+80ft||Air Walk||2d8||Blind/Deaf||Diamond Soul(reflect magic), Timeless Body, Tongue of the Sun and Moon|
|18||+18/+13/+8/+3||+11||+11||+11||+4||+80ft||Air Walk||2d8||Blind/Deaf||Abundant Step(fast step), Bonus Feat|
|19||+19/+14/+9/+4||+11||+11||+11||+4||+90ft||Air Walk||2d8||Blind/Deaf||Empty Body|
|20||+20/+15/+10/+5||+12||+12||+12||+5||+90ft||Perfect||2d10||Paralyse||Perfected Self, Slow Fall(Perfect Fall), Transcend Suffering(sleepless)|
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and unarmed strikes.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.AC Bonus(Ex)
A monk gains an insight into the flow of battle, his movements naturally avoiding attacks. The monk gains a +2 ki bonus to his armor class and CMD. The monk adds his Wisdom modifier to this bonus.
This armor class bonus applies as long as the monk is not immobilized or helpless. The monk loses this bonus while wearing any armor or using a shield to block(using a shield as an improvised weapon does not count).Body and Weapon(Ex)
A monk can perform any special attack requiring an unarmed strike(such as Stunning Fist, Ki Strike or Quivering Palm) with a special monk weapon instead. Ki Focus weapons automatically count as special monk weapons for the purpose of this ability.Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.
At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.Flurry of Blows(Ex)
When a monk performs an attack(including a standard attack and full attack but not attacks of opportunity) with one or more monk weapons or unarmed strikes, he can perform an additional attack with one of those weapons or an unarmed strike at his highest attack bonus.
The monk takes a -2 flurry penalty to all attacks he makes this round. Attacks made with a flurry of blows applies the monk's full strength bonus to his damage, regardless of if the attacks are made with an off hand weapon or both hands.
A monk may substitute combat maneuvers for unarmed attacks as part of a flurry of blows.
At 6th level, the monk can perform a flurry of blows with any weapon he is proficient with, not just monk weapons. He can perform a flurry of blows with improvised thrown or melee weapons if he has Throw anything or Catch Off Guard, respectively.
At 8th level, a monk can perform two additional attacks when using Flurry of Blows instead of one.
At 14th level, this improves to three additional attacks when using Flurry of Blows instead of two.Stunning Fist(Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued until he rests.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.Unarmed Strike(Ex)
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The monk deals 1d6 damage with his unarmed strike at 1st level. This improves by one dice step for every 4 levels the monk possesses, becoming 1d8 at 4th level, 1d10 at 8th, 2d6 at 12th, 2d8 at 16th and 2d10 at 20th.
Unarmed Strike damage is modified normally by creature size. The damage give above is for a Medium monk.Evasion(Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.Fast Movement(Ex)
At 3rd level, the monk gains a +10ft insight bonus to his land speed. This bonus improves by 10ft for every 2 levels after 3rd.
A monk wearing armor or carrying a medium or heavy load loses this speed bonus.Still Mind(Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.Ki Armor(Su)
At 4th level, while the monk has at least 1 ki point in his ki pool, he gains a +1 armor bonus to his AC for every 4 monk levels he possesses. This overlaps with other sources of armor bonus to AC, such as Mage Armor, Bracers of Armor, or Magic Vestment.Ki Pool(Su)
At 4th level, a monk gains an internal pool of ki. He can store a number of points in his ki pool equal to 1/2 his monk level+ his wisdom modifier. For every hour not engaged in strenous activity, the monk recovers 1 ki point per 4 monk levels. The rate of recovery doubles when sleeping or meditating.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Using the ki pool is a swift action, but multiple powers can be activated at once(though the same power can only be activated once per round).
A monk gains additional powers that consume points from his ki pool as he gains levels.Ki Strike(Su)
At 4th level, while the monk has at least 1 ki point in his ki pool, his attacks are imbued with a Ki Strike.
At 4th level, Ki Strike allows his unarmed attacks to be treated as magic weapons for all purposes, as if they were under the effect of a Magic Weapon
spell. They gain a +1 enhancement bonus to attack and damage rolls
At 6th level, Ki Strike allows a monk's body to be treated as Ghost Touch, as per the weapon enhancement, he can strike, grapple and manipulate incorporeal creatures and objects as if they were solid.
At 10th level, his unarmed attacks are also treated as weapons of his alignment for all purposes as if they were under the effect of an Align Weapon
spell of the appropriate alignments. A true neutral monk can choose to to treat his unarmed attacks as silver or cold iron instead.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction, regeneration and bypassing hardness. modifier. Slow Fall(Ex)
At 4th level, a monk can slow his descent with ki.
As long as he has at least one ki point in his ki pool, he reduces the distance he falls each round by 10 feet, allowing him to stay airbourne if he is only 10ft off the ground as long as he has ki points in his ki pool. The distance increases by 10ft for every 4 monk levels.
The monk can move and jump normally while in the air, but must move at least 10ft in any direction each round or fall normally. The monk can choose to reduce a fall by less than the maximum distance.
At 16th level, the monk can stay in the air as per Air Walk
indefinitely. He no longer needs to move 10ft to keep from falling.
At 20th level, gravity no longer has any hold over the monk and he can move at his full land speed in any direction he chooses, as if he has a fly speed equal to his land speed at perfect manueverability.
The monk cannot wear armor, use a shield, or carry more than a light load while using this ability.Transcend Suffering(Ex)
At 5th level, the monk only needs to eat and drink a third as much food as someone of his race.
At 10th level, the monk becomes inured to the vagaries of weather. He can live comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves.
Additionally, the monk can meditate in place of sleeping. While meditating, the monk is immobile, but remains fully aware of his surroundings. He can cease meditating at any time. Each hour spent meditating is equivalent to 2 hours of sleep.
At 15th level, the monk becomes immune to the effects of planar traits and natural weather and can only be affected if he chooses to do so. He no longer needs to eat, drink or breath, but can choose to do so.
At level 20, the monk no longer needs to rest at all, except to recover his abilities.High Jump(Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.
When making high jumps, the monk uses the long jump table to determine the distance traveled.
By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.Purity of Body(Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.Wholeness of Body(Su)
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
At 9th level, Wholeness of Body can be used to simulate the effects of the spells Dispel Magic(targeted), Remove Blindness/Deafness, Remove Curse, Remove Disease and Lesser Restoration, targeting the monk, and acting at a caster level equal to his monk level. This function costs 3 ki points, and can be used even if the monk is normally unable to take actions(unless he is dead).
At 11th level, Wholeness of Body can be used to simulate the effects of a Restoration spell instead of Lesser Restoration.
At 13th level, Wholeness of Body can simulate the effects of a Regenerate or Greater Restoration spell at the cost of 4 ki points, affecting only the monk.
At 15th level, the monk can use his Wholeness of Body ability on others as a full round action, costing 1 additional ki point.Improved Evasion(Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.Diamond Body(Su)
At 11th level, a monk gains immunity to poisons of all kinds.Abundant Step(Su)
At 12th level, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level.
He can take any creatures or objects that he can carry when he uses this ability, though resisting creatures must be grappled first. Unlike Dimension Door the monk can still act after using Abundant Step.
At 14th level, the monk can expend 3 ki points to Teleport as per the spell instead.
At 16th level, the monk can use Abundant Step to Plane Shift, as per the spell by expending 4 ki points. He can only Plane Shift to a place he has visited before or has a focus item for.
At 18th level, the monk can use Abundant Step as a swift action by expending one additional ki point.Diamond Soul(Ex)
At 13th level, a monk gains spell resistance equal to his current monk level + 12. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance. He can raise or lower this spell resistance as a free action any time, including when it's not his turn.
The monk can spend 1 ki point as an immediate action to increase his spell resistance by +4 until the end of his next turn.
At 15th level, a monk can absorb a spell that fails to beat his spell resistance. An absorbed spell grants the monk an amount of ki points equal to it's spell level. Ki points in excess of the monk's capacity are lost.
At 17th level, a monk can choose to reflect a spell that fails to beat his spell resistance as an immediate action instead of absorbing it. Using this ability costs 3 ki points.Quivering Palm (Su)
Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires.
He must announce his intent before making his attack roll. Creatures and objects immune to critical hits receive 1d6 damage per monk level on a failed save instead of dying, this damage bypasses damage reduction and hardness. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
Quivering Palm costs 7 ki points to use.Timeless Body(Ex)
At 17th level, a monk 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 monk still dies of old age when his time is up.Tongue of the Sun and Moon(Ex)
A monk of 17th level or higher can speak with any living creature.Empty Body(Su)
At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.Perfected Self(Ex)
At 20th level, a monk becomes written into the fabric of reality. He is forevermore treated as an outsider rather than as his former creature type for the purpose of spells and magical effects. He becomes immortal and no longer dies from old age. Additionally the monk reduces all damage taken by 10, regardless of source or type.
When the monk uses his Empty Body ability, he gains the benefits of being Ethereal, but does not actually go to the Ethereal Plane. He can shift between a material form and an ethereal form as a free action while the duration of Empty Body lasts, and can choose to make only part of his body or equipment material(such as a hand, a finger or a weapon). While ethereal, he can interact normally(such as attacking) with material objects and creatures if he chooses. Objects taken by an ethereal monk also become ethereal.
Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type. He is now immortal and no longer dies of old age unless he choses to.
Finally, the monk is written into the fabric of reality. When slain, the monk and his equipment evaporate into nothingness after a minute of death, and recorporates at full health with all his equipment 24 hours later at a random location within 1 mile of where he died.
The monk can choose to stay dead instead.
EDIT: Gah, the table looks fugly, any tips?
EDIT 2: Modified Ki Strike and fixed table