Abundance of Pecking Birds (Ex)ApprenticeLegends speak of the grand masters that blot out the sun with a hail of arrows.
This kata allows the monk, as part of full-attack action that provokes attacks of opportunity, to make a number of additional attacks with a bow, sling, or thrown weapon equal to their Wis modifier. These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
Ancestor’s Warning (Su)Grand MasterYour ancestors wish to keep you safe from harm and whisper warnings into your ears. The monk gains the benefits of the Foresight spell for 24 hours.
Anticipate the Cobra (Ex)InitiateMonks who learn this kata gain the ability to sense creatures without using your eyes or ears. You gain Blindsense out to 30’ and scent for 24 hours. If you have 12 or more levels of monk, you gain Blindsight out to 30’ and Blindsense to 60’.
Bandit King’s Inspiration (Su)ApprenticeThe spirit of the Bandit King flows through you, giving you seemingly boundless luck. You gain a floating “pool of luck”, which manifests as points that can be used to improve your odds of success at various tasks. Your pool contains 2 points per monk level. You may spend up to one half of your monk level on any one attack roll, ability check, or skill roll.
You must declare the expenditure of your points prior to making the roll. Used points disappear from the pool; which refills at the beginning of each encounter. These points count as a luck bonus for the purposes of stacking.
If you have four levels of monk, you may spend 2 points to gain 1d6 sneak attack damage. You may only spend up to one half your monk level in points for this purpose.
Blood of Gold (Su)Grand MasterMonks who encounter undead foes or powerful outsiders often learn this kata to protect their life force from being drained away. While in effect, Blood of Gold protects the monk fully from energy drain, and immunity to effects that cause negative levels. This kata is always active once learned and therefore requires no action to maintain or activate.
Closing the Gate (Sp)Grand MasterA well prepared spellcaster can be the worst enemy of even the best trained monk. This kata was developed to make sure that not all of their tricks could be used on one monk.
This kata grants Spell Immunity, Greater as a spell-like ability for 24 hours to the monk that learns it.
Coiled Serpent’s Embrace (Ex)Grand MasterMonks are fearsome grapplers. So much so, that a monk who learns this kata may crush the very life out of their enemies.
When the monk grapples an opponent, for each round they hold the grapple, they deal constitution damage to the target equal to their unarmed strike damage. Opponents who are brought to a 0 Constitution die immediately.
Cobra Strike (Ex)ApprenticeWise men say that patience is a virtue. None hold that truer than a monk who learns this kata.
The monk, using a full-round action that provokes attacks of opportunity, may take 20 on their next attack roll. The monk gains none of the benefits of rolling a “natural 20” on this attack roll. If the character has 15 levels in monk this kata can be used as a standard action.
Crane Guides the Arrow (Ex)InitiateYour training focuses on striking a target’s vital areas. As such, the critical threat range of all of your attacks goes up by one step. So, a threat range of 19-20 goes to 18-20. In addition, all rolls to confirm critical hits gain a bonus equal to your Wis modifier. This kata stacks with spells, feats and other abilities that affect critical hits.
If you have 12 levels of monk, the critical multiplier of all of your attacks goes up by one: x2 goes to x3, etc.; and your critical hits can affect targets normally unaffected by them.
Crumbling Dam (Su)MasterOne of the hardships that a monk faces is opponents immune to their techniques. This kata was developed to even the odds. As a standard action, you make an unarmed strike against a target. If the attack would hit, the target makes a Will save. The target takes a -1 penalty to this save for every 5 points by which you beat their armor class with your strike.
On a failed save, any immunity the target has become ineffective and any resistances to energy drop to 0 for 1 round per 2 monk levels.
Demon’s Thunderclap (Su)InitiateSome say that you cannot see the eyes of a demon, until they come calling. With this kata, your enemies may have a hard time hearing the demon as well.
As a standard action, make an unarmed strike against an opponent. If your attack hits, the target must make a fortitude save or be deafened for 5 rounds. A successful save means the target is only staggered for one round.
Devastating Ape Strike (Su)ApprenticeMartial artists are known for practicing strikes on training dummies; and even breaking planks of wood or slabs of stone. A monk who learns this kata has honed their unarmed strike into a tool of demolition.
As a standard action, you make an unarmed strike against a foe or object. You can forego dealing your unarmed strike damage and instead affect an object on your foe’s person or unattended object as if by a shatter spell. This effect damages all constructs, not just those made of crystal. If you have six levels of monk, you can apply this kata to all attacks you make this round. If you have 10 levels of monk, your unarmed strikes ignore damage reduction and hardness.
Devilfish’s Grip (Su)MasterThe devilfish, or octopus, is a wily undersea predator that traps prey in their deadly tentacles. This kata reflects a similar style of combat. As a full-round action that provokes attacks of opportunity, make an attack roll versus all targets in your threatened area. If you hit, the target must make a reflex save or be entangled for 1 minute per level. If you have 10 levels of monk, they become immobilized instead and become entangled on a failed save.
Opponents can take a full round action to make a Strength or Escape Artist check versus your grapple modifier. You are not considered grappling while this kata is in effect. No action is required on your part to maintain the effect.
Dragon’s Claw (Ex)InitiateDragons, both revered and reviled for their magical and physical might, are a great source of inspiration for many monks. From the honorable and heroic gold and silvers to the sinister blacks and reds, they are all known to be able to tear their enemies asunder with ease.
Dragon’s claw allows the monk that practices it to slash through an opponent’s defenses. You may ignore an amount of armor and shield bonus (including enhancement bonuses to each) equal to your Wis modifier (max equal ½ your monk level). If you have 10 levels of monk, you can ignore an amount of natural armor bonus as well.
Eclipsing Noonday Sun (Su)MasterA foe that cannot see you is generally a foe that cannot hit you. Monks who learn this kata can steal the sight from their victims in the blink of an eye.
Each opponent you strike must make a fortitude save or be blinded for 5 rounds. A successful save means that the target has a 50% miss chance versus all targets until the monk’s next turn. The monk can choose to hit the same foe more than once forcing a save each time. Once a target is blinded, additional strikes do not extend the duration of the condition.
Fangs of the Serpent (Su)InitiateMany snakes and serpents inject strength draining poisons into their foes before devouring them. Monks who learn this kata have learned a similar technique.
You gain the ability to use Strength of My Enemy as a psi-like ability. If you have 14 levels of monk, you can drain constitution in addition to strength.
Firefly’s Path (Su)InitiateOn warm summer nights, one can sit in a field and watch the tiny sparks of living light flit from place to place. Just when you think you’ve got one in your jar, it’s empty on the second look.
This kata gives the monk the ability to teleport a distance of up to your movement as a swift action or an immediate action. If you have 12 levels of monk, you can teleport as a free action. Targeted and area of effect attacks that would affect you have a 50% chance of striking you if you respond to them by activating this kata.
Fury Fans the Flame (Su)ApprenticeThe heat of battle burns fiercely in the monk that learns this kata. You gain the ability to rage a number of times per day as a barbarian of a level equal to your monk level. Your monk and barbarian levels stack to determine your level of rage. You do not gain the Greater, Tireless, and Mighty Rage abilities via monk levels alone.
In addition, while raging, your body radiates cold, electricity, fire, or sonic energy. This energy extends 5’ in all directions from your body. Regardless of type, the energy sheds light as a torch; and deals 1 damage for every monk level to any creature it touches except you.
Grasp of the Slithering Eel (Ex)ApprenticeMonks are able to turn most anything into a weapon; even their own bodies. So, using a length of rope or chain to disable opponents would seem child’s play. Those monks that master this kata know the truth, though.
To use this kata, the monk must have access to at least 5’ of rope, chain, or some other flexible cord. The monk then initiates a grapple. If the grapple is successful, the chain wraps around the target. Each round the monk is able to maintain the grapple; the target takes the monk’s unarmed damage. A monk can, with sufficient rope (5’ per target) perform this maneuver on a number of targets equal to his Wis modifier (to a maximum equal to his monk level) that are no more than 10’ apart. Maintaining this kata is a free action.
While this kata is in effect, you may not make any move other than a 5’ step. Additionally, you must keep one hand on your chosen binding material.
Hungry Dragon’s Maw (Su)Grand MasterFew monks dare learn this insidious technique. It is considered by most to be a deplorable and dishonorable attack. Those who willingly feed the dragon swear by its power; claiming that resisting is futile.
A monk who learns this kata may, as a full round action that provokes an attack of opportunity, use assimilate as a psi-like ability. You must succeed on a touch attack in order to activate this kata. If a target makes their save and lives, they cannot be targeted again by you for 24 hours. Once you have absorbed a foe, you cannot absorb another for one hour.
Iron Veins (Su)MasterMonks train their bodies to resist damage, weather, and fatigue. One thing a normal person cannot defend against is the ravage of disease. Monks who learn this kata have trained to fight even microscopic enemies.
You gain immunity to all diseases (including magical diseases such as lycanthropy and mummy rot) and all poisons. This kata is always active once learned and therefore requires no action to maintain or activate.
Jade Emperor’s Stance (Su)Master; StanceSpellcasters are to warriors what locusts are to wheat at times. While a monk’s defenses against the effects of magic are high there are times when it is not enough. This kata is taken by monks who know the legend of the Jade Emperor, a man at arms who could speak with the animals and also vex wizard’s by his very posture.
Jade Emperor’s Stance grants its user spell resistance equal to 15 + monk level + Wis modifier as long as it is active. This kata requires a free action to activate and end, so a monk using it can lower their spell resistance to allow beneficial effects through.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Leopard and Her Cubs (Su)InitiateMonks practice techniques of defense as well as offense. Leopard and Her Cubs allows the monk who learns it to become a stalwart protector.
This kata allows the monk to grant all allies within 60’ of them the benefit of their AC Bonus class feature. All allies affected gain a bonus to their armor class equal to the monk’s Wis modifier plus the number listed on Table: Monk that corresponds to the monk’s level. Allies will lose the bonus if the are helpless or unconscious. Leopard and Her Cubs requires the monk to use a move action to activate and an immediate action from each ally wishing to become part of the litter, so to speak.
Mantis Pinch (Su)Grand MasterSilent, patient, and deadly hunters, the mantis strikes swiftly and holds its prey as it devours the victim alive. Such is the monk who masters this kata.
Mantis pinch can be activated as a free action. During the monk’s turn, any creature the monk strikes takes the normal damage and becomes paralyzed for 5 rounds. If a monk strikes an opponent more than once, they can increase the duration of the paralysis, but forgoes any additional damage.
Many Arms of the Spider (Ex)ApprenticeWhen unarmored, a monk may unleash a flurry of attacks designed to quickly incapacitate foes. During a full attack action, a monk may make a number of additional attacks equal to their Wisdom modifier (min= 1, max= 1/2 Mink level). These attacks are made at the monk’s highest base attack bonus, but suffer a -2 penalty. This penalty is reduced to -1 at 5th level and at 9th level it disappears. The penalty applies only to attacks made during the monk’s turn.
A monk may use Many Arms of the Spider in conjunction with any melee or thrown weapon with which they are proficient including unarmed strikes; and may attack with any interchangeably as desired. When using this ability, the monk applies their strength bonus as appropriate for whatever weapon they are wielding.
In the case of double weapons, each end counts as a separate weapon when using this ability. Even though they require two hands to use, they may still intersperse unarmed strikes w/ attacks from the double weapon as long there are enough attacks to do so.
When a monk reaches 9th level, they may use Many Arms of the Spider as a standard action.
Merciful Sparrow (Su)ApprenticeRecall the story of the boastful mouse who denied the need for wings to fly. He was saved from certain doom by a merciful sparrow’s flight. Monks who learn this kata know this story well.
You may prevent yourself from falling as of by means of a feather fall spell. If you have 5 levels in monk, you can, as a free action; save a number of additional targets from falling equal to your Wis modifier (max is ½ your monk level).
Mind of Quicksilver (Su)Grand MasterMonks practice meditation techniques in order to reach a state of calm. However when faced with an opponent who attacks the mind, the monk who learns this kata can force their thoughts to race and cause those attacks to fail.
Mind of Quicksilver affects the monk as mind blank, personal. This kata is always active once learned and therefore requires no action to maintain or activate.
Monkey Goes to the Mountain (Su)InitiateThe tale of the monkey king who set out to the mountains to laugh at the gods has been told countless time in countless forms. Monks who learn this kata make note of the monkey’s ability to reach the mountain peaks by leaping from hold to hold.
Monkey Goes to the Mountain grants the monk who learns it a fly speed equal to their land speed with perfect maneuverability. The monk must begin and end their movement on a surface upon which they can balance. If you have 13 levels of monk, this restriction is lifted and you gain the scorn earth ability (XPH, 143).
Palm of Prevention (Ex)Master; StanceThis defensive art is favored among good monks who wish only to teach those with hot heads a lesson in patience and moderation.
While in this stance, you are considered to have ¾ cover (+7 to AC and +3 to reflex saves). If an opponent uses a full attack on you, and no strike connects, you may make an intimidate check with a bonus equal to the number of attacks made, to render the opponent staggered for 5 rounds.
If any attacks make it through your defenses, those striking you take non-lethal damage equal to twice the damage dealt to you. Creatures immune to non-lethal damage are staggered for 5 rounds.
This stance may be activated and ended as a swift and/or immediate action. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Panther Prowls the Night (Ex)Apprentice; StanceDark as the shadows and fast as lightning, the panther strikes with astounding speed and fury. Monks learning this kata tap into their more primal instincts.
As long as a monk is in Panther Prowls the night, they gain the pounce ability; meaning that at the end of a charge, they can make a full attack. If you have 5 levels of monk, you may take an additional move action each turn. If you have 10 levels of monk, you may take an additional move OR standard action each turn. If you have 15 levels of monk you may take an additional turn immediately after your own. Activating and ending this kata is a swift action.
If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Plug the Hourglass (Su)Grand MasterYour mind calms as you open your eyes. The world slows to a crawl around you allowing you time to plan your next moves.
As a standard action, you may activate Plug the Hourglass and gain 1d4+1 rounds of apparent time in which to act freely. Normal and magical energy, gas, etc. can still affect you. During this time, other creatures cannot be affected by your abilities, katas, spell, etc. Spells or effects that affect an area and have duration greater than Plug the Hourglass have their normal effect on other creatures once it ends.
This kata is very draining on the monk; and may not be used in consecutive turns. The monk must wait a number of rounds equal to twice the granted apparent time before using this ability again.
Rabbit Outruns Fox (Ex)Apprentice; StanceThe hare or rabbit is known for its speed and erratic running pattern that tends to kick up dust as they move. Monks who learn this kata know that not getting hit by attacks is the best defense.
While in Rabbit Outruns Fox, a monk gains the following benefits: a 20% miss chance versus all attacks, the benefits of the Run feat, and the ability to make any number of directional changes while running. For every monk level above one, your miss chance increases by 5% to a max of 50%. If you have 8 levels of monk, you can, once per hour, move ten times your normal speed. After doing dso, you are sickened for 1 minute.
Rabbit Outruns Fox requires a free action to activate and end. If you have another kata with the stance descriptor active, you must end it before you can activate this one.
Raccoon-dog’s Gambit (Su)MasterThe legendary raccoon-dog or tanuki is renowned for its aptitude for trickery and disguise. Monks favoring subterfuge and intrigue learn this kata.
Raccoon-Dog’s Gambit allows the monk, as a standard action that provokes attacks of opportunity, to use either the disguise self or mislead spell as a spell-like ability.
Righteous Reversal (Su)MasterOne of the principles of martial arts is turning an enemy’s strengths against them. Monks who learn this kata can use this maxim to devastating effect.
After taking damage or being affected by a spell, spell-like, etc. a monk who knows this kata may, as a free action, make an auto-hypnosis check equal to the damage dealt or the original DC of the effect. Success means that the originator of the damage/effect is also subject to it. They are not allowed a save to avoid or reduce the effect. In cases when the target is immune (for example a red dragon is immune to its own fiery breath), the target is allowed a save for a lesser effect if applicable; but they are still affected.
Roar of the Dragon (Su)InitiateDragons are known for their terrifying presence; usually accompanied by a furious roar that shakes one to the very core. Monks who learn this kata can tap in to that same power.
As a standard action, the monk makes a battle cry that has the same effect as the shout spell. If you have 16 levels in monk, the effect is that of shout, greater. Even if the targets make the fortitude save, they are affected for 5 rounds per the table below:
Target Hit Dice | Effect |
Monk level -4 or fewer | Unconscious |
Monk Level -3 | Cowering |
Monk Level -2 | Panicked |
Monk Level -1 | Frightened |
Monk Level | Shaken |
Monk Level +1 | Dazed |
Monk Level +2 | Stunned |
Monk Level +3 | Staggered |
Monk Level +4 or more | No Effect |
Creatures normally immune to fear are still shaken for 5 rounds if they fail the saving throw.
Smoke Parts for Iron (Su)InitiateOne thing that a monk runs into early in their career is opponents immune to mundane weaponry. Magic weapons are nearly a dime a dozen, but when one fights unarmed, things become challenging. Monks who learn this kata answer that challenge.
Smoke Parts for Iron grants the monk a +1 enhancement bonus, +1 for every 3 monk levels to their unarmed strike. The monk may either spend these on actual an actual enhancement bonus (max is character level/4). The monk may (and must when their total enhancement pool is greater than their max) spend enhancements on any special ability that can be applied to a “weapon”. Abilities that call for a ranged or specific weapon cannot be assigned, this includes throwing and returning. The monk may choose new enhancements each encounter.
Note: Monks using this kata still only apply the base damage from their unarmed strike to weapon attacks. Extra damage from enhancement bonuses or weapon abilities granted by this kata do not transfer to the monk's other weapons.
Stampede of Oxen (Su)ApprenticeYou strike the surface below you. A burst of force originates from the point of impact. In its wake it leaves a circle of crushed stone and rubble. Monks who learn this kata strive to control where their opponents can move to.
Stampede of Oxen allows the monk, as a standard action that provokes attacks of opportunity, to strike the ground and cause a 15’ radius spread of difficult terrain from their square. This ability works on any surface made of materials with hardness 10 or lower. The radius of this effect expands by 5’ for every 5 monk levels you possess.
If you possess nine monk levels, all opponents in the affected area take your unarmed strike damage as sonic damage (reflex save for 1/2 damage)
Step Back to Ward Off Monkey (Ex)MasterMonkeys are agile attackers and can swarm to hinder those carrying what the troop may desire. Monks who learn this kata have learned to avoid or slip free of not only grasping hands; but many other affects that hinder their movement.
Step Back to Ward Off Monkey grants you freedom of movement as the spell. This kata is always active once learned and therefore requires no action to maintain or activate.
Ten Foot Punch (Su)ApprenticeA wise man once said, “Keep your friends close and your enemies closer.” A wiser man once said, “Keep those trying to kill you as far away from you as you can.” This kata allows monks to take that advice to heart.
Ten Foot Punch extends your reach by 5’. It extends another 5’ if you have 10 monk levels. If you have 5 monk all enemies in a 10’ cone, line, or burst. Those in the area of effect are allowed a reflex save for half damage. If you have 10 levels of monk, the area expands to 30’; and all enemies you strike in this fashion are affected as if by the gust of wind spell.
Tiger Shakes Its Mane (Ex)InitiateThe deadly tiger hunts prey with cunning, speed, and endurance. Monks who learn this kata embodies the spirit of the last known survivor who stalks his prey in the night; watching all with the eye of the tiger.
Tiger Shakes Its Mane removes a single non-instantaneous [Mind-Affecting] or movement-impairing affect that you know about. If the effect you intend to remove affects an area or more targets than you, the effect ends only for you. Activating this kata is a standard action.
Thunder God Strums the Pipa (Su)MasterMost people have witnessed a musical performance that has taken their breath away and left them weak in the knees. To monks who learn this kata, battle is music, and their foes strings to be plucked.
This kata is activated as part of a full-attack action. Any opponent you successfully strike more than once takes one instance of your unarmed strike damage and must make a will save with a penalty equal to the number of times they were struck, or become exhausted. Creatures normally immune to being exhausted only suffer the condition for 5 rounds.
Vengeance of Angry Monkey (Ex)MasterWhen angered, a monkey will use any tool at hand to harm or hinder their foes; even if they have to look within to find it. Ahem, cunning monks learn to adapt this resourcefulness, to a point, with this kata.
As a standard action, make a melee attack roll with any weapon other than your unarmed strike. All creatures in a 30’ line that your attack would strike take damage from the attack plus 1d8 damage for every 2 monk levels you possess. Subjects of this kata are allowed a reflex save for half damage.
Venom Punch (Su)Grand MasterA monk’s chi energy allows them to do amazing things; including heal their wounds. However, monks who know Venom Punch can implant their chi into another person where it devours them from the inside out if it doesn’t outright kill them.
As part of a full-attack action, you make a series of touch attacks against one opponent. The opponent then makes a fortitude save with a penalty equal to the number of attacks that beat their AC. If the save fails, the target dies. A successful save means taking the martial artists unarmed strike damage each round for a number of round equal to the number of attacks that beat their AC.
Water Flows Uphill (Su)Grand Master; StanceOne of the greatest metaphors a sifu uses with a student is that of the salmon that swims upstream. It fights the path of least resistance to gain its ultimate reward. Water Flows Uphill allows a monk to teach that lesson to many at once.
While in this stance, all targets within close range (25’+5’/2 monk levels, always centered on you) are slowed as the spell. The maximum number of targets you can affect with this kata is equal to ½ your monk level.
If you have another kata with the stance descriptor active, you must end it before you can activate this one. Activating and ending this stance is a swift action.
Wind Blows Over the Earth (Ex)ApprenticeTwo travelers were discussing matters of faith. One espoused the strength of the earth gods; saying that their might and knowledge of steel made them superior. The other explained that he worshiped the wind. It was superior to the earth gods as the earth gods could do nothing to stop them from moving forward.
A monk who learns Wind Blows Over the Earth becomes adept at avoiding impedences to their movement. You are no longer subject to movement penalties for passing through difficult terrain; and gain a +10’ bonus to your movement for every 5 monk levels. If you have 6 levels of monk, you may always act as if under the effects of balancing lorecall.
This kata is always active once learned and requires no action to activate or end.