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.
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