XP Cost: 300

The ancient kingdoms of Xuexing have long warred against themselves for territory. Yet there is one region of their vast country that no warlord wishes to claim, or even approach. It is the city of Shambala in the Kun-Lao Mountains. Shambala has long been a forbidden place, ruled over by a caste of warrior mystics whose strange powers are the legacy of Lao Te Zhou himself. Some even believe that the ancient sorcerer still rules over the hermit kingdom to this day. Whatever the truth, the Monks of Shambala are both princes and emissaries to the world beyond the city's purple towers. They are respected throughout the Threshold of Immortality for their power and their wisdom, and many warlords seek to have them as advisors.

Starting Ability

The Monk may add his Magic Attack Bonus to all his attack and damage rolls when using unarmed attacks.


A Leaf on the Wind
XP Cost: 270
You gain a dodge bonus to your Defense equal to your Wisdom modifier as long as you are wearing no armor, unencumbered and not equipped with a shield.

Spitting Cobra Strike
XP Cost: 1,620
As a full-round action, you may make an unarmed attack against any foe within 60 feet that you could normally target with a ranged attack.

Double Roundhouse Kick
XP Cost: 2,160
As a standard action or part of a charge, you may make two attacks at your highest base attack bonus instead of one. If either of these attacks fails to hit, you are considered flat-footed until you are hit with a melee attack or until your next turn. You must be able to execute an unarmed strike to use this ability.

Exploit Weakness
XP Cost: 1,080
As a swift action, you can observe a creature or object to find its weak point by making a Wisdom check and adding his Hit Dice against a DC of 10 + the object's hardness or the target's HD. If the check succeeds, he gains a +2 bonus on attack rolls until the end of his turn, and any attacks he makes until the end of his turn ignore the creature or object's DR or hardness.

Hand-and-Foot Style
XP Cost: 1,080
Whenever making an unarmed strike, you must also specify if you are using your hands or feet (or other body parts, such as elbows and knees, as appropriate). Any unarmed strikes you make with your hands from this point on gain a +1 to attack and damage rolls. Unarmed Strikes made with the feet count as two-handed weapons for the purpose of the Power Attack feat.

Hands of the Viper
XP Cost: 810
As a full-round action, you may perform a melee touch attack in order to paralyze a target - if the touch attack is successful, the target must make a Fortitude save (DC equal to 10 + your Magic Attack Bonus + your Charisma modifier) or be paralyzed for 1d6 rounds.

Passive Stance
XP Cost: 810
When you are using Combat Expertise to increase your Defense and an opponent makes a melee attack against you and misses by more than 5, you automatically gain a trip, grapple, or disarm attempt against him, at your choice. This counts as an attack of opportunity, and you must be aware of your opponent before he makes an attack to use this ability.

XP Cost: 270
As an immediate action, you can attempt a reposition or trip combat maneuver against a creature that you threaten and that attacks you. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + your magic attack bonus + your Wisdom modifier to halve the duration), plus 1 additional round for every 3 points the target failed the save by.

Use Momentum
XP Cost: 1,350
If your opponent attacks and misses you in melee, you may use his own momentum against him. Make a touch attack, as for a grapple attempt. If it is successful, you and your opponent make opposed Dexterity checks. If your check is greater, then you may shove your opponent 5 feet in any direction you wish, plus another 5 for every 2 points by which you won the opposed check (you may lessen the distance, if you wish). If an opponent is charging you or doing a bull rush attempt, you gain a +5 on your check. You must be able to execute an unarmed strike to use this ability.

Wraith's Hands
XP Cost: 1,890
When making an unarmed strike, you may ignore an amount of DR equal to your Magic Attack Bonus.

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