BEAM of FREEDOM
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FREEDOM OF MOVEMENT - You are immune to any effect that would make you Restrained, Controlled, Slowed, Grabbed, Paralyzed, or reduce your movement speed.
UNABATED - When you Interact with an object with a lock, it counts as unlocked.
FREE THE SPIRIT - When you Interact with a creature, you can remove from them one condition that you are immune to.
UNTETHERED - You gain 4th level Air Walk as a Divine Innate spell that you can cast at will (like a cantrip). In addition, you gain Spell Turning as a 7th level Divine Innate spell that you can cast once per day.
RAY of JUSTICE
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The first time you damage an evil, tyrannical, or oppressive creature with a Strike on your turn, they must succeed a Fortitude Save against your Monk Save DC. If they fail, they are Stunned 1. If they Critically Fail, they are Stunned 2. If your attack is a crit, then increase the Stunned value by 1.
You can spend a Ki Point, in which case they are instead Stunned 3 on a Failure, and Petrified on a critical failure.
FORTUNE TELLER ABILITY
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Trained in Occult and Fortune Telling Lore.
FORTUNE TELLER FEAT
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Oddity Identification (+2 circumstance bonus to Occultism checks to Identify Magic with the mental, possession, prediction, or Scrying traits).
HUMAN FEATS
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Natural Ambition (gain a second 1st level Monk Feat)
Arcane Tattoo - (cast Daze at will)
Ornate Tattoo - (cast Befuddle once per day)
Infused Tattoo - (cast Paralyze once per day)
MONK ABILITIES
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Powerful Fist (Fists do 1d6+2 damage and are lethal),
Flurry of Blows (once per round, make two attacks with one action, and only apply damage resistances once)
Incredible Movement (+30 movement speed while not armored)
Mystic Strikes (unarmed attacks are magical).
Metal Strikes: (unarmed attacks are Silver and Cold Iron and Adamantine)
Weapon Specialization: (simple weapon and unarmed strikes do +2 damage, which is included above)
MONK FEATS
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Dragon Stance - (enter the stance for one action, your attacks do 1d10 Bludgeoning damage and are Brawling, Backswing, Nonlethal, and Unarmed).
Ki Strike - (you have a Focus Pool with 1 point. Use that point to add a +1 to attack and +1d6 Lawful, Force, Negative, or Positive damage).
Dancing Leaf - (add 5ft to jump distance and jump height when jumping. When taking fall damage, do not count distance fallen while adjacent to a wall).
Stand Still - (make an Attack of Opportunity if someone uses a Move action within 5ft of you, if you crit, they also can't move that turn)
Ki Blast - (spend a Ki point to activate. 1 Action: 15ft cone, 3d8 Force damage; 2 Actions: 30ft cone, 4d8; 3 Actions: 60ft cone, 4d8 damage)
Wind Stance - (spend a Ki point to enter the stance for 1 action. Punches do 1d6 Force damage and have a range of 30ft)
Wind Jump - (spend a Ki point to fly until the end of your turn)
STANCE SAVANT - (activate a stance is a free action)
WILD WINDS GUST - (while in Wild Winds Stance, use 2 actions to punch everyone in a 30ft cone or a 60ft line. Each punch counts against the multiattack penalty, but not until afterwards.)
SKILL FEATS
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Student of the Canon (Religion) - (Critical Fails when deciphering religious writing or recalling religious knowledge are just Fails. Recalling Knowledge about your own faith, a Fail is a Success, and a Success is a Critical Success).
Kip Up - (standing up is a free action that does not trigger reactions)
Unmistakeable Lore - (crit fails on a Lore roll that you are Trained in are regular fails instead)
Aerobatics Mastery - (+2 to Acrobatics to Maneuver in Flight, and you can combine 2 maneuvers into 1, using the DC of the higher maneuver)
Battle Medicine - (make a Treat Wounds check (using Medicine skill) as a single action. Can only apply to each person once per day)
CAT FALL - (no fall damage)
TELL FORTUNE - (use Lore (Fortune Telling) to cast Augury a number of times per day equal to your Wisdom modifier.)
GENERAL FEATS
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DIEHARD - (you die at Dying 5 instead of Dying 4)
Untrained Improvisation - (add your level instead of 0 to Untrained checks, but do not count as Trained for meeting prerequisites)
CLOUD JUMP - (when you long jump (2 actions; max distance = your speed), tripple the result on your Acrobatics check to determine jump distance. Spend an extra action to add 50 to the max distance)
WALL JUMP - (If you end a jump next to a wall, you don't fall as long as your next action is a jump. Your next jump can be either a Long Jump, Height Jump, or Leap.)
QUIVERING PALM (monk) - (as 2 actions, make an unarmed Strike. If it hits a living target, then for the next month you can spend an action and speak a word to make them make a Fortitude save.
Crit Success: the spell ends and they are immune to Quivering Palm for 24 hours.
Success: The target is stunned 1 and takes 40 damage, the spell ends, and the target is then temporarily immune for 24 hours.
Failure: The target is stunned 3 and takes 80 damage, and is immune to the death word of Quivering Palm for 24 hours.
Crit Failure: The target dies.
KI FORM (monk) - (+2 to resist Mental effects, -2 vs Emotion effects.You gain a fly speed equal to your normal speed. Your skin glows, and choose Force, Law, Negative or Positive damage. All your Strikes deal 1d6 extra damage of the chosen type, and creatures who start their turn within 5ft of you take 2d6 of the damage type. You can spend an action to increase the radius of the damage to 30ft until the beginning of your next turn. The aura Counteracts darkness effects.)
WHIRLING DRAGON STANCE (monk, Fuse Stance) - (Fuse of Wild Winds and Dragon Stance. Just like Dragon Stance, except your attacks gain a 30ft range, and add you Strength to the damage when ranged.)
TRUE SEEING (fortune telling skill feat) - Use a Concentrate action to gain Truesight or turn it off. In certain situations, it may require more actions or a check to turn it off.)
TUMBLE THROUGH - (make an Acrobatics check. For every 10 you roll, you can step an extra 5ft.)
PARAGON BATTLE MEDICINE (medicine skill feat) - (When you use Battle Medicine, you can also reduce Sickened, Enfeebled, or Clumsy by 1)
BOUNCE BACK - (when you recover from Dying, once per day as a free action, do not increase your Wounded value)