Monk Feats
Additional Monk Feats
	    				
[Complete Warrior]
	    		Axiomatic Strike
- Requirements
 - Ki Strike (lawful), Stunning Fist
 
- Benefit
 - +2d6 unarmed damage against chaotic opponent. Must be declared beforehand; uses a stunning fist attempt; failure to hit wastes the attempt.
 
Clever Wrestling
- Requirements
 - Small or Medium size, Improved Unarmed Strike
 
- Benefit
 - When your opponent is larger than medium, you gain a circumstance bonus to your grapple check to escape a grapple or pin. The bonus is dependent on your opponent's size: Large +2, Huge +4, Gargantuan +6, Colossal +8.
 
Close-Quarters Fighting
- Requirements
 - Base attack bonus +3
 
- Benefit
 - Grapple attempts against you provoke attacks; add damage dealt to your check to resist. Opponents without improved grapple or improved grab cannot grapple you if they are struck.
 
Defensive Strike
- Requirements
 - Dex 13, Int 13, Combat Expertise Combat Reflexes, Dodge
 
- Benefit
 - If an opponent misses you while you use the full defense option, the fight defensively option, or fight defensively with Combat Expertise, your next attack gains a +4 to hit you may take an attack of opportunity against the opponent.
 
Defensive Throw
- Requirements
 - Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike
 
- Benefit
 - If an opponent who is your Dodge target misses you with an attack, you may make an immediate trip attempt against him as an attack of opportunity.
 
Earth's Embrace
- Requirements
 - Str 15, Improved Grapple or improved grab, Improved Unarmed Strike
 
- Benefit
 - Each round you maintain a pin, do an extra +1d12 damage to your opponent. Each time you win a grapple check against an opponent you have pinned, including checks to resist the opponent getting free, you inflict 1d12 damage to the opponent. You must stay immobile, giving other opponents a +4 bonus to hit you. Creatures immune to critical hits are not affected by this ability.
 
Eagle Claw Attack
- Requirements
 - Wis 13, Improved Sunder, Improved Unarmed Strike
 
- Benefit
 - Add Wis modifier to damage against objects.
 
Extra Stunning
- Requirements
 - Stunning Fist, Base attack bonus +2
 
- Benefit
 - Gain 3 extra stunning attempts per day. This feat can be taken multiple times.
 
Eyes in the Back of Your Head
- Requirements
 - Wis 13, Base attack bonus +1, three base saves of +3 or higher
 
- Benefit
 - Opponents do not gain +2 to hit while flanking the benefits of flanking you, including the normal +2 bonus to hit and the ability to sneak attack (unless you are flat-footed).
 
Fists of Iron
- Requirements
 - Improved Unarmed Strike, Stunning Fist, Base attack bonus +2
 
- Benefit
 - +1d6 damage Double base dice of damage on unarmed attacks. Must be declared beforehand; uses a stunning fist attempt; failure to hit wastes the attempt.
 
Fleet of Foot
- Requirements
 - Dex 15, Run
 
- Benefit
 - Make one direction change during a run or charge of 90 degrees or less. You must run at least 10 feet after the turn to maintain the charge.
 
Flying Kick
- Requirements
 - Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack
 
- Benefit
 - +1d12 on unarmed attacks while charging.
 
Freezing the Lifeblood
- Requirements
 - Wis 17, Improved Unarmed Strike, Stunning Fist, Base attack bonus +10
 
- Benefit
 - Stunning Fist attempts paralyze humanoids for 1d4+1 rounds, but inflicts no damage.
 
Hold the Line
- Requirements
 - Combat Reflexes, Base attack bonus +2
 
- Benefit
 - Make attack of opportunity against charging foe who *enters* your threatened area.
 
Karmic Strike
- Requirements
 - Dex 13, Combat Expertise, Dodge
 
- Benefit
 - Take -4 penalty to AC to make attack of opportunity against any opponent that hits you.
 
Kiai Shout
- Requirements
 - Cha 13, Base attack bonus +1
 
- Benefit
 - Your shout causes all opponents who can hear you and are within 30-ft to make a Will save (DC 10 + 1/2 level + Cha modifier) or be shaken for 1d6 rounds. This only affects creatures with fewer Hit Dice than you, and may be used 3/day.
 
Kiai Shout, Greater
- Requirements
 - Cha 13, Kiai Shout, Base attack bonus +9
 
- Benefit
 - As Kiai Shout, but causes panic in affected creatures for 2d6 rounds. Consumes uses of Kiai Shout.
 
Pain Touch
- Requirements
 - Wis 15, Stunning Fist, Base attack bonus +2
 
- Benefit
 - Stunned opponents are nauseated in the following round. Does not affect creatures more than one size category larger than you.
 
Prone Attack
- Requirements
 - Dex 15, Lightning Reflexes, Base attack bonus +2
 
- Benefit
 - Attack while prone at no penalty. If your attack succeeds, you may stand as a free action, though this action still provokes attacks of opportunity.
 
Rapid Stunning
- Requirements
 - Combat Reflexes, Stunning Fist, Base attack bonus +6
 
- Benefit
 - Use one additional stunning attempt per round. This feat can be taken multiple times.
 
Roundabout Kick
- Requirements
 - Str 15, Improved Unarmed Strike, Power Attack
 
- Benefit
 - Additional unarmed attack on opponent on which you have just scored a critical hit (with an unarmed attack).
 
Throw Anything
- Requirements
 - Dex 15, proficiency with weapon, Base attack bonus +2
 
- Benefit
 - Throw melee weapon with no penalty and a range increment of 10-ft.
 
Weakening Touch
- Requirements
 - Wis 17, Improved Unarmed Strike, Stunning Fist, Base attack bonus +2
 
- Benefit
 - Cause foe's strength to drop by 6 for 1 minute but does not inflict damage. Must be declared beforehand; uses a stunning fist attempt; failure to hit wastes the attempt. (There doesn't appear to be a save versus this effect, but it doesn't stack).
 
Zen Archery
- Requirements
 - Wis 13, Base attack bonus +1
 
- Benefit
 - Use Wis instead of Dex for ranged attacks.
 
Even More Monk Feats
	    				
[PHB II]
	    		Acrobatic Strike
- Requirements
 - Tumble 12 ranks
 
- Benefit
 - +6 to next attack on opponent you tumble past.
 
Bounding Assault
- Requirements
 - Dex 13, Dodge, Mobility, Spring Attack, Base attack bonus +12
 
- Benefit
 - As Spring Attack, but you may attack twice.
 
Rapid Blitz
- Requirements
 - Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, Base attack bonus +18
 
- Benefit
 - As Spring Attack, but you may attack thrice.
 
Fiery Fist
- Requirements
 - Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Base attack bonus +8 or Monk level 2.
 
- Benefit
 - Expend Stunning Fist attempt to inflict +1d6 your base unarmed strike damage dice in fire damage for one round. Gain +1 use of Stunning Fist per day.
 
Fiery Ki Defense
- Requirements
 - Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, Base attack bonus +8 or Monk level 6.
 
- Benefit
 - Expend Stunning Fist attempt to inflict +1d6 your base unarmed strike damage dice in fire damage to any who strike you in melee for one round.
 
Ki Blast
- Requirements
 - Dex 13, Wis 13, Fiery Fist, Improved Unarmed Strike, Stunning Fist, Base attack bonus +8 or Monk level 6.
 
- Benefit
 - Expend 2 uses of Stunning Fist as a move action to create a ball of ki energy, which can be thrown up to 60 feet as a standard action. This ranged touch attack deals 3d6 damage damage as your unarmed strike advanced two size categories (1d8 -> 3d6, 1d10 -> 3d8, etc) plus your Wisdom modifier, and does damage as a force effect. It expires if not used by the end of your turn.
 
Leap of the Heavens
- Requirements
 - Jump 4 ranks
 
- Benefit
 - Don't double DC for standing jumps, +5 bonus on running jumps.
 
Melee Evasion
- Requirements
 - Dex 13, Int 13, Combat Expertise, Dodge
 
- Benefit
 - While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest base attack bonus. The result is used as your normal AC and touch AC against that single, specific attack from your opponent.
 
Short Haft
- Requirements
 - Proficiency with selected weapon, Weapon Focus with selected weapon, Base attack bonus +3
 
- Benefit
 - As a swift action, you can choose to lose the benefit of a reach weapon but now threaten a 5-foot area. As another swift action, you can regain your reach.
 
Water Splitting Stone
- Requirements
 - Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Base attack bonus +9
 
- Benefit
 - +4 bonus on damage when striking opponent that has DR that is *effective* against your unarmed strikes.