Clinging Shadows Initiate (Feat 8)
Monk
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Prerequisites ki spells
You learn a mystical stance that transforms your ki into sticky smoke that shrouds your limbs, clinging to everything you touch. You gain the clinging shadows stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance uses a ki spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance.
Ironblood Stance [A] (Feat 8)
Monk
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Stance
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Requirements You are unarmored.
You enter the stance of impenetrable iron, refusing to yield to any blow. You can make iron sweep unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the nonlethal, parry, sweep, and unarmed traits.
While in Ironblood Stance, you gain resistance 2 to all damage. The resistance increases to 3 at 12th level, to 4 at 16th level, and to 5 at 20th level.
Mixed Maneuver [AA] (Feat 8)
Monk
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Prerequisites master in Athletics
You combine two different maneuvers together into a single flowing whole. Choose any two of Grapple, Shove, and Trip. Attempt both of the attacks you chose against the same or different creatures, but don’t apply the multiple attack penalty until after resolving both attacks.
Pinning Fire [FA] (Feat 8)
Monk
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Trigger You use Flurry of Blows to make two ranged piercing weapon Strikes against the same target.
You target your opponent's clothing, equipment, or loose flesh with piercing projectiles to pin them to the ground or a nearby surface. If both your attacks hit, the target must succeed at a Reflex save against your class DC or become immobilized until it or an adjacent creature succeeds at a DC 10 Athletics check to remove the pinning projectiles. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort.
Tangled Forest Stance [A] (Feat 8)
Monk
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Stance
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Requirements You are unarmored.
You extend your arms like gnarled branches to interfere with your foes’ movements. You can make lashing branch unarmed attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
While you’re in Tangled Forest Stance and can act, every enemy in your reach that tries to move away from you must succeed at a Reflex save, Acrobatics check, or Athletics check against your class DC or be immobilized for that action. If you prefer, you can allow the enemy to move.
Wall Run [A] (Feat 8)
Monk
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You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.
Wild Winds Initiate (Feat 8)
Monk
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Prerequisites ki spells
You learn a mystical stance that lets you attack from a distance. You gain the wild winds stance ki spell. Increase the number of Focus Points in your focus pool by 1. While entering the stance is a ki spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance.
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