Monk Feats
Crane Stance
Feat 1
Source Pathfinder Player Core 2
Requirements You are unarmored
Your arms flutter like a crane's wings.
You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Dragon Stance
Feat 1
Source Pathfinder Player Core 2
Requirements You are unarmored
You enter the stance of a dragon and make powerful leg strikes like a lashing dragon's tail. You can make dragon tail attacks that deal 1d10 bludgeoning damage. They are in the brawling group and have the backswing, nonlethal, and unarmed traits.
While in Dragon Stance, you can ignore the first square of difficult terrain while Striding.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Flood Stance
Feat 1
Source Pathfinder Lost Omens Rival Academies
The lessons of the flood teach a stance that distributes and circulates a single breath through the body and allows your punches to contain the focused power of a torrent of water. While in this stance, you hold your breath for up to 10 minutes and leave the stance if you stop holding your breath. You do not lose additional air if you attack, are critically hit, or critically fail a save. You still lose all remaining air if you speak, including to Cast a Spell. The only Strikes you can make are flooded river unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; have the nonlethal, trip, unarmed, and water traits; and don't take the normal penalty for being used underwater. They also gain the forceful trait while you're underwater.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Gorilla Stance
Feat 1
Source Pathfinder Advanced Player's Guide
You lower yourself to the ground and take an imposing, knuckle - walking stance.
While in this stance, the only Strikes you can make are gorilla slam unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the backswing, forceful, grapple, nonlethal, and unarmed traits.
While you are in Gorilla Stance, you gain a +2 circumstance bonus to Athletics checks to Climb, and if you roll a success on an Athletics check to Climb, you get a critical success instead.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Monastic Archer Stance
Feat 1
Source Pathfinder Player Core 2
Requirements You are unarmored and wielding a longbow, shortbow, or a bow with the monk trait.
You enter a specialized stance for a unique martial art centered around the use of a bow. While in this stance, the only Strikes you can make are those using longbows, shortbows, or bows with the monk trait.
You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike.
Stance: Monastic Archer Stance
Special When you select this feat, you become trained in the longbow, shortbow, and any simple and martial bows with the monk trait. If you gain the expert strikes class feature, your proficiency rank for these weapons increases to expert, and if you gain the master strikes class feature, your proficiency rank for these weapons increases to master.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Monastic Weaponry Feat 1
You have trained with the weaponry of your monastery or school. You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well. If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance. If you gain the critical specialization benefit for unarmed attacksβwith the expert strikes class feature, for exampleβyou also gain it with monk weapons.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Mountain Stance
Feat 1
Source Pathfinder Player Core 2
Requirements You are unarmored and touching the ground
You enter the stance of an implacable mountainβa technique created by dwarven monksβallowing you to strike with the weight of an avalanche and block blows with your garments. The only Strikes you can make are falling stone unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the forceful, nonlethal, and unarmed traits.
While in Mountain Stance, you gain a +4 item bonus to AC and a +2 circumstance bonus to any defenses against Reposition, Shove, Trip, and other forced movement effects. You have a Dexterity modifier cap to your AC of +0, meaning you don't add your Dexterity to your AC, and your Speeds are all reduced by 5 feet. The item bonus to AC from Mountain Stance is cumulative with armor potency runes on your explorer's clothing, mystic armor, and bands of force.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Qi Spells Feat 1
You have cultivated your qi to produce magical effects. You gain Inner Upheaval, Qi Rush, or another 1st-rank monk qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Rain of Embers Stance
Feat 1
Source Pathfinder Lost Omens Pathfinder Society Guide
Requirements You are unarmored.
You enter the stance of an enraged phoenix, holding your fingers as rigid as deadly talons while moving with quick, flickering gestures that flicker with dancing flames. The only Strikes you can make are fire talon Strikes. These deal 1d4 fire damage; are in the brawling group; and have the agile, finesse, fire, nonlethal, and unarmed traits.
While in Rain of Embers Stance, you gain a +1 status bonus to AC and fire resistance equal to half your level (minimum 1).
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Reflective Ripple Stance
Feat 1
Source Pathfinder Lost Omens Rival Academies
Requirements You're unarmored.
You enter a stance of fluid grace as small amounts of water flow with your movements and attacks. You can make flowing wave attacks that deal 1d6 bludgeoning damage. They are in the brawling group and have the agile, disarm, finesse, nonlethal, trip, unarmed, and water traits. While in Reflective Ripple Stance, you gain a +1 circumstance bonus to Athletics checks to Disarm, Swim, or Trip, and you gain a +2 circumstance bonus to your Reflex DC to avoid being Disarmed and Tripped.
Special This feat gains your choice of either the divine or occult trait, matching your qi spell tradition if possible.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Rushing Goat Stance
Feat 1
Source Pathfinder Lost Omens Tian Xia Character Guide
Requirements You're unarmored.
You enter the stance of an unruly goat, lowering your body and preparing to butt heads with your foes. The only Strikes you can make are ramming horn attacks. These strikes deal 1d8 bludgeoning damage, are in the brawling group, and have the forceful, nonlethal, shove, and unarmed traits. When you make a ramming horn attack and your previous action was to Climb, Stride, or Leap, you gain a circumstance bonus to damage equal to the number of weapon damage dice. You can make ramming horn Strikes while Climbing even if you don't have a free hand.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Stoked Flame Stance
Feat 1
Source Pathfinder Secrets of Magic
Requirements You're unarmored.
You enter a stance of fast, fiery movements. You can make flashing spark attacks that deal 1d8 slashing damage. They are in the brawling group and have the forceful, nonlethal, sweep, and unarmed traits. If you have access to the flashing sparks' critical specialization effect, you can take an alternate effect instead: if your critical Strike dealt damage, the target takes 1d6 persistent fire damage.
While in Stoked Flame Stance, you gain a +5-foot status bonus to your Speed. If you have incredible movement, increase the benefit from incredible movement to a +15-foot status bonus plus 5 feet for every 4 levels beyond 3rd.
Special This feat gains your choice of either the divine or occult trait, matching your ki spell tradition if possible.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Stumbling Stance
Feat 1
Source Pathfinder Player Core 2
Prerequisites trained in Deception
You enter a seemingly unfocused stance that mimics the movements of the inebriated-bobbing, weaving, leaving false openings, and distracting your enemies from your true movements.
While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If an enemy hits you with a melee Strike while in this stance, it becomes Off-Guard against the next stumbling swing Strike you make against it before the end of your next turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Tiger Stance
Feat 1
Source Pathfinder Player Core 2
Requirements You are unarmored
You enter the stance of a tiger and can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits.
On a critical success with your tiger claws, if you deal damage, the target takes 1d4 persistent bleed damage.
As long as your Speed is at least 20 feet while in Tiger Stance, you can Step 10 feet.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Twisting Petal Stance
Feat 1
Source Pathfinder Lost Omens Tian Xia Character Guide
Prerequisites trained in Deception
Requirements You're unarmored.
Your body moves like a petal twisting on the wind, confounding your opponents while using their energy against them. You can make gale blossom strikes that deal 1d6 slashing damage. These strikes are in the brawling group and have the agile, finesse, nonlethal, shove, and unarmed traits. While in Twisting Petal Stance, you gain a +1 circumstance bonus to Athletics checks to Shove and a +2 circumstance bonus to your Fortitude DC to avoid being Shoved. You also gain a +1 circumstance bonus to Deception checks to Feint and a +2 circumstance bonus to your Perception DC to resist an opponent's Feint attempt.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Wolf Stance
Feat 1
Source Pathfinder Player Core 2
Requirements You are unarmored
You enter the stance of a wolf, low to the ground with your hands held like fangs. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits.
If you're flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Ancestral Weaponry Feat 2
Prerequisites Monastic Weaponry, a feat granting access to all weapons with an ancestry trait (such as elf or orc)
You blend monastic techniques with the ancestral fighting styles of your people. Choose an ancestry for which you have access to all weapons with that trait. For you, melee weapons with that ancestry trait and either the agile or finesse trait gain the monk trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Brawling Focus Feat 2
You know how to make the most of your attacks when fighting hand-to-hand. You gain access to the critical specialization effects of unarmed strikes in the brawling group and weapons in the brawling group. If you have Monastic Weaponry, you also gain the critical specialization effects of all monk weapons in which you are trained.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Crushing Grab Feat 2
Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal @actor.abilities.str.mod bludgeoningbludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Dancing Leaf Feat 2
You are as light as a leaf whirling in the breeze. When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don't count any distance fallen while you are adjacent to a wall.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Elemental Fist Feat 2
Prerequisites Inner Upheaval
You can color your qi in bright elemental energy. When you cast Inner Upheaval, in addition to the damage types normally available, you can deliver the extra damage with elemental magic, adding the element's trait and changing the damage type to the listed one: air electricity (sparking gust), earth bludgeoning (chunk of stone), fire fire (flickering flame), metal slashing (flying metal shards), water cold (wave of frigid water), or wood bludgeoning (pummeling pine cones).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Shooting Stars Stance
Feat 2
Source Pathfinder Player Core 2
Prerequisites Monastic Weaponry
You enter a stance that lets you throw shuriken with lightning speed.
While in this stance, you can use your monk feats or monk abilities that normally require unarmed attacks with shuriken instead.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Student of Water Feat 2
Source Pathfinder Lost Omens Rival Academies
Following your studies of water, your qi stirs the water of the natural world. If you're underwater, you have cover against creatures outside of the water. As soon as you meet the prerequisites for Underwater Marauder and Water Sprint, you gain those feats.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Stunning Blows Feat 2
Prerequisites Flurry of Blows
The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be Stunned 1 (or Stunned 3 on a critical failure). This is an incapacitation effect.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Waterfowl Stance
Feat 2
Source Pathfinder Lost Omens Rival Academies
Prerequisites Monastic Weaponry
In your hands, swords dance like rainfall over the waves; who can tell where the storm ends and the sea begins? Developed by Swordmaster Ganhil to compete with the House of Untwisting Iron, this stance integrates fluid swordplay into even the simplest movements.
While in Waterfowl Stance, the dandpatta, scimitar, talwar, and zulfikar gain the monk trait for you. When you Tumble Through a creature's space or Leap over a creature while wielding one of these weapons, you can deal that creature 1d6 slashing damage. This damage is increased to 2d6 if the weapon has a greater striking rune and 3d6 if it has a major striking rune.
Special You gain access to the dandpatta, talwar, and zulfikar.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Cobra Stance
Feat 4
Source Pathfinder Player Core 2
You enter a tight stance, coiled up like a lashing cobra with your hands poised as venomous fangs.
While in this stance, the only Strikes you can make are cobra fang unarmed attacks. These deal 1d4 piercing damage; are in the brawling group; and have the agile, deadly d10, finesse, unarmed, and venomous traits.
While in Cobra Stance, you gain a +1 circumstance bonus to Fortitude saves and your Fortitude DC, and you gain poison resistance equal to half your level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Deflect Projectile
Feat 4
Trigger You are the target of a physical ranged attack.
Requirements You're aware of the attack, are not off-guard against it, and have a hand free.
You gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, you have deflected it. You cannot use this feat to deflect unusually massive ranged projectiles (such as boulders or ballista bolts).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Divert Streamflow
Feat 4
Trigger You're damaged by a melee Strike by a creature in your reach.
With a brief gesture, you adapt swiftly to an attack like a flowing stream. Attempt an Athletics check to Reposition the creature who dealt the triggering damage. If you're successful, you can Step as a free action.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Flurry of Maneuvers Feat 4
Prerequisites expert in Athletics
You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Repositions, Shoves, or Trips.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Flying Kick
Feat 4
You launch yourself at a foe. Make a Leap or attempt a High Jump or Long Jump.
At the end of the jump, if you're adjacent to a foe, you can immediately Strike that foe with an unarmed attack, even if the foe is in midair. You fall to the ground after the Strike. If the distance you fall is no more than the height of your jump, you land upright and take no damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Guarded Movement Feat 4
Your guard is up, even while moving. You gain a +4 circumstance bonus to AC against reactions triggered by your movement.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Harmonize Self Feat 4
Prerequisites Qi Spells
You can restore your health by tapping into your qi. You gain the Harmonize Self qi spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Peafowl Stance
Feat 4
Source Pathfinder Advanced Player's Guide
Prerequisites Monastic Weaponry
Requirements You are wielding a sword that has the monk trait in one hand.
You enter a tall and proud stance while remaining mobile, with all the grace and composure of a peafowl.
While in this stance, the only Strikes you can make are melee Strikes with the required sword. Once per round, after you hit with a monk sword Strike, you can Step as a free action as your next action.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Stand Still
Feat 4
Trigger A creature within your reach uses a move action or leaves a square during a move action it's using
You strike out when your foe tries to flee. Make a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a move action, you disrupt that action.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Tributary Circulation
Feat 4
Source Pathfinder Lost Omens Rival Academies
Never distant from water's succoring presence, your refined breathing techniques focus your awareness and control of water inward. You gain a +2 circumstance bonus to Will saves and saves against poison until the beginning of your next turn. If you spent two actions on Tributary Circulation, you can also attempt a flat check to end persistent poison damage you're suffering, reducing the DC to 10 as if you had gained the benefits of assisted recovery.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
OccultThis magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Advanced Monastic Weaponry Feat 6
Prerequisites Monastic Weaponry
Your rigorous training regimen allows you to wield complex weaponry with ease. For the purposes of proficiency, you treat advanced monk weapons as if they were martial monk weapons.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Advanced Qi Spells Feat 6
Prerequisites Qi Spells
Your talent at controlling your qi has reached new heights. You gain Qi Blast, Shrink the Span, or another 3rd-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Align Qi
Feat 6
Prerequisites Qi Spells
Frequency once per hour
Trigger You Cast a Spell that has the monk trait.
The power of your qi soothes your wounds and energizes you for battle. You (@actor.abilities.wis.mod + @actor.level) healingregain Hit Points equal to your level plus your Wisdom modifier.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Asp Stance
Feat 6
Source The Dead God's Hand
You adopt a fluid, sinuous stance, swaying your body, twisting your arms, and shimmying your legs in a way that you seem almost to glide over the ground. While in this stance, your unarmed Strikes deal piercing damage, and you gain poison resistance equal to half your level. When you target the same creature with two Strikes from Flurry of Blows, if at last one is a critical hit, the target is Sickened 1.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Blazing Talon Surge
Feat 6
Source Pathfinder Lost Omens Pathfinder Society Guide
Prerequisites Rain of Embers Stance
Requirements You are in Rain of Embers Stance.
You rush forward and latch onto your enemy with talons of hungering fire.
Stride once. If you end your movement within reach of at least one enemy, you can make a fire talon Strike against that enemy that deals an additional 1d4 persistent,fire damage. If it hits and deals damage, you can attempt an Athletics check to Grapple the creature you hit.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Crane Flutter
Feat 6
Prerequisites Crane Stance
Trigger You are targeted with an attack by an observed attacker.
Requirements You are in Crane Stance.
You interpose your arm between yourself and your opponent. Your circumstance bonus to AC from Crane Stance increases to +3 against the triggering attack. If the attack misses you and the attacker is within your reach, you can immediately make a crane wing Strike against the attacker at a -2 penalty.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Culvert's Collapse
Feat 6
Source Pathfinder Lost Omens Rival Academies
Prerequisites Flood Stance
Requirements You are in Flood Stance and were damaged by an enemy since your previous turn.
Under your foes' onslaught, the water within your violent blood stirs. Your killing intent swells, your agonies marshaling your inevitable resurgence. Make a flooded river Strike against the enemy who dealt damage to you since your previous turn. That Strike deals an additional 1d8 bleed damage.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Dragon Roar
Feat 6
Source Pathfinder Player Core 2
Prerequisites Dragon Stance
Requirements You are in Dragon Stance
You bellow, instilling fear in your enemies. Enemies within a 15-foot emanation must succeed at a will save against your Intimidation DC or be Frightened 1 (Frightened 2 on a critical failure). When a creature frightened by the roar begins its turn adjacent to you, it can't reduce its frightened value below 1 on that turn.
Your first attack that hits a frightened creature after you roar and before the end of your next turn gains a +4 circumstance bonus to damage.
After you use Dragon Roar, you can't use it again for 1d4 rounds. Its effects end immediately if you leave Dragon Stance. Creatures in the area are then temporarily immune for 1 minute.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AuditoryAuditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
FearFear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Gorilla Pound
Feat 6
Source Pathfinder Advanced Player's Guide
Prerequisites expert in Intimidation, Gorilla Stance
Requirements You are in Gorilla Stance.
You pound your chest before slamming into your foes.
Attempt an Intimidation check to Demoralize, then make one gorilla slam Strike against the same target. If your Strike hits, you gain a circumstance bonus to the damage roll equal to triple the value of the target's Frightened condition.
Special If you have this feat, while you are in Gorilla Stance, you gain a Climb Speed of 15 feet.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Inner Fire (Monk) Feat 6
Prerequisites Stoked Flame Stance
While you're in Stoked Flame Stance, you have cold and fire resistance equal to half your level, and any creature that hits you with an unarmed attack, tries to Grab or Grapple you, or otherwise touches you takes @actor.abilities.wis.mod firefire damage equal to your Wisdom modifier (minimum 1). A creature can take this damage no more than once per turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Ki Cutting Sight Feat 6
Prerequisites Inner Upheaval
Everything is connectedβall is part of the whole, and the whole is distributed throughout the infinite parts. Find where to add your qi and you can break the whole. You gain the Ki Cutting Sight qi spell. Increase the number of Focus Points in your focus pool by 1.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Momentous Charge
Feat 6
Prerequisites Rushing Goat Stance
Requirements You're in Rushing Goat Stance.
You rush into your enemies with great and reckless force. You Climb, Stride, or Leap, then make a ramming horn Strike. On a success, the target of the Strike is pushed up to 10 feet directly away from you. On a critical success, the target is also Stunned 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Mountain Stronghold
Feat 6
Prerequisites Mountain Stance
Requirements You are in Mountain Stance
You focus on your connection to the earth and call upon the mountain to block attacks against you. You gain a +2 circumstance bonus to AC until the beginning of your next turn.
Effect: Mountain Stronghold
Special If you have this feat, the Dexterity modifier cap to your AC while you're in Mountain Stance increases from +0 to +1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
One-Inch Punch
Feat 6
Prerequisites expert strikes
You put all your force into a single mighty, carefully controlled blow. Make an unarmed Strike. If you spend two actions and this Strike hits, you deal an extra die of weapon damage. You can instead spend 3 actions to perform an even more powerful attack, dealing a second additional die of weapon damage on a hit.
If you're at least 10th level, the number of additional dice you add from this feat doubles, for a total of 2 additional dice if you spend 2 actions or 4 additional dice if you spend 3 actions.
If you're at least 18th level, the number of additional dice you add from this feat triples, for a total of 3 additional dice if you spend 2 actions or 6 additional dice if you spend 3 actions.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Return Fire Feat 6
Prerequisites Deflect Projectile, Monastic Archer Stance
Requirements You are in Monastic Archer Stance, are wielding a bow, and have a free hand.
Snatching an arrow out of the air, you instantly put it to your bow and return fire. When you successfully Deflect Projectile that's an arrow, as part of that reaction you can immediately make a ranged bow Strike from your own bow by firing the arrow you deflected.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Stumbling Feint Feat 6
Prerequisites expert in Deception, Stumbling Stance
Requirements You are in Stumbling Stance.
You lash out confusingly with what seems to be a weak move but instead allows you to unleash a dangerous flurry of blows upon your unsuspecting foe.
When you use Flurry of Blows, you can attempt a check to Feint as a free action just before the first Strike.
On a success, instead of making the target Off-Guard against your next attack, they become off-guard against both attacks from the Flurry of Blows.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Tiger Slash
Feat 6
Prerequisites Tiger Stance
Requirements You are in Tiger Stance
You make a fierce swipe with both hands. Make a tiger claw Strike. It deals two extra weapon damage dice (three extra dice if you're 14th level or higher), and you can push the target 5 feet away as if you had successfully Shoved them.
If the attack is a critical success and deals damage, add your Strength modifier to the persistent bleed damage from your tiger claw.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Water Step Feat 6
You can Stride across liquid and surfaces that don't support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can't support you, you fall in or it collapses as normal.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Whirling Throw
Feat 6
Source Pathfinder Player Core 2
Requirements You have a creature Grabbed or Restrained.
You propel your enemy away. Attempt an Athletics check against the foe's Fortitude DC. You take a β2 circumstance penalty to your check if the target is one size larger than you and a β4 circumstance penalty if it's larger than that. You gain a +2 circumstance bonus to your check if the target is one size smaller than you and a +4 circumstance bonus if it's smaller than that.
Critical Success You throw the creature any distance up to 10 feet, plus 5 feet Γ your Strength modifier (10+(5*@actor.abilities.str.mod) feet). It takes bludgeoning damage equal to your Strength modifier plus 1d6 per 10 feet you threw it (((floor((10+(5*@actor.abilities.str.mod))/10))d6 + @actor.abilities.str.mod) bludgeoning damage). If you threw the target at least 10 feet and into a solid obstacle, use the maximum distance you could have thrown it to calculate the damage. The creature falls Prone.
Success As critical success, but the creature doesn't fall prone.
Failure You don't throw the creature.
Critical Failure You don't throw the creature, and it's no longer Grabbed or Restrained by you.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AttackAn ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Wolf Drag
Feat 6
Prerequisites Wolf Stance
Requirements You are in Wolf Stance
You rip your enemy off their feet.
Make a wolf jaw Strike. Your wolf jaw gains the fatal d12 trait for this Strike, and if the attack succeeds, you knock the target Prone.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Clinging Shadows Initiate Feat 8
Prerequisites Qi Spells
You learn a mystical stance that transforms your qi into sticky smoke that shrouds your limbs. You gain the Clinging Shadows Stance qi spell. While entering the stance is a qi spell, the shadow grasp attacks it grants are not, so you can use them as often as you like while in the stance.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Ironblood Stance
Feat 8
Source Pathfinder Player Core 2
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.
Stance: Ironblood Stance
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Jellyfish Stance
Feat 8
Source Pathfinder Fists of the Ruby Phoenix Hardcover Compilation
Requirements You are unarmored.
You relax your posture and loosen your joints, allowing yourself to move with incredible fluidity. You can make stinging lash attacks that deal 1d6 slashing damage. These attacks are in the brawling group, and have the finesse, nonlethal, reach, and unarmed traits.
While in Jellyfish Stance, you gain a +2 circumstance bonus to Reflex saves and on checks to Escape and Squeeze.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Kaiju Stance
Feat 8
Source Pathfinder Lost Omens Tian Xia Character Guide
Access You've encountered a kaiju and survived.
Requirements You're unarmored.
Your encounter with one of the rare forces of nature known as kaiju has imbued you with knowledge of a martial art that allows you to emulate a fraction of their power. When you enter Kaiju Stance, you become Large and are Clumsy 1. The only Strikes you can make are shattering earth attacks. These strikes deal 1d8 bludgeoning damage, are in the brawling group, and have the backswing, fatal d12, reach, and unarmed traits. On a critical success with a shattering earth attack, all creatures other than you that are within 10 feet of the target, including the target itself, take 1 point of bludgeoning splash damage per weapon damage die.
While in Kaiju Stance, you ignore difficult terrain.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
PolymorphThese effects completely transform the target into a new form. A target can't be under the effect of more than one polymorph at a time. If it comes under the effect of another, the second effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don't allow the target to take on the appearance of a specific individual creature. If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Unless otherwise noted, the battle form prevents you from casting spells, speaking, and using most manipulate actions that require hands. (If there's doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can't activate any items. You lose your Speeds and gain those of the battle form. If a polymorph effect causes you to increase in size, you must have space to expand into or the effect is disrupted.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Mixed Maneuver
Feat 8
Prerequisites master in Athletics
You leverage your knowledge of martial arts to mix different maneuvers together into a single flowing combination. Choose any two of Grapple, Reposition, 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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Pinning Fire
Feat 8
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Projectile Snatching Feat 8
Prerequisites Deflect Projectile
You pluck missiles from the air and hurl them back at their source. When you successfully deflect an attack with Deflect Projectile, as part of that same reaction, you can then immediately make a ranged Strike against the attacker using the projectile you deflected. This is a thrown weapon with the same range increment and effect on a hit as the triggering attack.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Rippling Spin
Feat 8
Source Pathfinder Lost Omens Rival Academies
Prerequisites Reflective Ripple Stance
Trigger You're hit by a physical melee attack by an attacker you can see that's in reach.
Requirements You're in Reflective Ripple Stance.
After the triggering attack is done, Step. You must end this Step within the attacker's reach. Then, you can attempt an Athletics check to Disarm or Trip the attacker.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
OccultThis magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Scattering in Spring
Feat 8
Prerequisites Twisting Petal Stance
Trigger An enemy within your reach targets you with a melee attack, and you're aware of the attack.
Requirements You're in Twisting Petal Stance.
You evade an incoming attack by twisting your enemy's tactics in your favor. You gain a +2 circumstance bonus to AC against the triggering attack. If the attack misses you, you can immediately attempt a Feint or Shove against the triggering attacker; if you roll a success, you get a critical success instead.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Snakebird's Shadow
Feat 8
Source Pathfinder Lost Omens Rival Academies
Prerequisites Waterfowl Stance
Requirements You are in Waterfowl Stance and are wielding a monk weapon from the sword group.
Ganhil developed this technique through observing the sharp-beaked darters fishing Prada Hanam's waters, seeking to match their speed and suppleness with the elemental flash of his blade. Make a melee Strike with the required weapon against each enemy in a 15-foot line as razor-sharp shadows of water surge from your blade. Each attack counts toward your multiple attack penalty, but you do not increase your penalty until you have made all your attacks.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
OccultThis magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Tangled Forest Stance
Feat 8
Source Pathfinder Player Core 2
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Wake to Strife
Feat 8
Source Pathfinder Lost Omens Rival Academies
Requirements A creature within your reach is Prone or swimming.
You summon the explosive power of a geyser beneath a foe. The required creature must attempt a fortitude save against your class DC as elemental water confounds their senses; if the creature is prone, they can Stand as a free action.
Critical Success The target is unaffected.
Success The target is Sickened 1.
Failure The target is Sickened 2. If you have a free hand and they are not larger than you, you can attempt an Athletics check to Grapple them as a free action.
Critical Failure As failure, but if you succeed at the Athletics check to Grapple them, you get a critical success instead.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
OccultThis magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Wall Run
Feat 8
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Wild Winds Initiate Feat 8
Prerequisites Qi Spells
You learn a stance that lets you attack from a distance. You gain the Wild Winds Stance qi spell.
While entering the stance is a qi spell, the wind crash Strikes the stance grants are not, so you can use them as often as you like while in the stance.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Blazing Streak
Feat 10
Source Pathfinder Secrets of Magic
Prerequisites Stoked Flame Stance
Requirements You're in Stoked Flame Stance.
Stride twice, making Strikes against up to four different creatures within reach at any point during your movement. Flashing sparks Strikes made during Blazing Streak deal fire damage instead of slashing.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Cobra Envenom
Feat 10
Source Pathfinder Player Core 2
Prerequisites Cobra Stance, expert in unarmed attacks
Frequency once per minute
Requirements You are in Cobra Stance.
You slightly dislocate your joints to lash out with devious intent and the power to envenom your foe. Make a cobra fang Strike. Your reach with this Strike is 5 feet greater than normal. If this Strike hits, the persistent poison damage from your venomous trait increases to 1d4 persistent,poison damage per weapon damage die.
Special If you have this feat, the circumstance bonus to Fortitude saves and Fortitude DC granted by Cobra Stance increases from +1 to +2.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
PoisonAn effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
Entwined Energy Ki Feat 10
You can transform your inner power into a type of energy to empower your qi abilities. When you gain this feat, choose either acid, cold, electricity, fire, or sonic damage. When you cast qi blast, you can choose to have the spell deal the type of damage you chose instead of force damage. When you cast qi form or inner upheaval, add the type of damage you chose to the list of damage types you can select for the spell.
Special At the GM's discretion, this feat can alter other qi spells.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Knockback Strike
Feat 10
You focus your strength into a blow powerful enough to push an enemy away from you. Make an unarmed Strike. If you hit, attempt an Athletics check to Shove the target. This attack uses the same multiple attack penalty as your Strike, and doesn't count toward your multiple attack penalty.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Lessons of Flux
Feat 10
Source Pathfinder Lost Omens Rival Academies
Frequency once per hour
Trigger You fail a skill check to Grapple, Reposition, Shove, Trip, or Tumble Through.
You apply the persistence and permutation taught by faydhaans to your failures. You reroll the check and take the second result. If it still fails or critically fails, you can ask a question about the creature you were attempting to Grapple, Reposition, Shove, Trip, or Tumble Through as if you had succeeded at a check to Recall Knowledge.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
FortuneA fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Peafowl Strut
Feat 10
Source Pathfinder Advanced Player's Guide
Prerequisites Peafowl Stance
Requirements You are in Peafowl Stance.
You slowly move across the battlefield with dangerous grace. Step twice and then Strike. The Strike must be made with the sword required by Peafowl Stance.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Prevailing Position
Feat 10
Prerequisites at least one stance feat
Trigger You are targeted by an attack or attempt a Reflex saving throw against a damaging effect, and you are in a stance.
Your flexibility with stances lets you sacrifice their benefits to better protect yourself. You leave the stance you were in, gaining a +4 circumstance bonus to the triggering saving throw or to your AC against the triggering attack.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Sleeper Hold
Feat 10
Requirements You have a creature Grabbed or Restrained.
You pinch crucial points of your target's nervous system, impeding its ability to function. Attempt an Athletics check to Grapple the creature, with the following success and critical success effects instead of the usual effects.
Critical Success The target falls Unconscious for 1 minute, though it remains standing and doesn't drop what it holds.
Success The target is Clumsy 1 until the end of its next turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
IncapacitationAn ability with this trait can take a character completely out of the fight or even kill them, and it's harder to use on a more powerful character. If a spell has the incapacitation trait, any creature of more than twice the spell's rank treats the result of their check to prevent being incapacitated by the spell as one degree of success better, or the result of any check the spellcaster made to incapacitate them as one degree of success worse. If any other effect has the incapacitation trait, a creature of higher level than the item, creature, or hazard generating the effect gains the same benefits.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Wave Dashes Rocks
Feat 10
Source Pathfinder Lost Omens Rival Academies
Requirements You have a creature Grabbed or Restrained.
You slam an unlucky foe with the tremendous power of a plunging wave. Make a melee Strike against the required creature, after which they are no longer grabbed or restrained by you. This Strike must be made with an unarmed attack or a monk weapon. If you deal damage with this Strike, the target is knocked Prone and is Clumsy 1 and Enfeebled 1 until the end of its next turn.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Wind Jump Feat 10
Prerequisites Qi Spells
You gather the wind beneath you, allowing you to soar as you jump. You gain the Wind Jump qi spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Winding Flow
Feat 10
Frequency once per round
Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can't use the same action twice.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Wronged Monk's Wrath Feat 10
Prerequisites ki spells
You gain the Wronged Monk's Wrath ki spell. Increase the number of Focus Points in your focus pool by 1.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Diamond Soul Feat 12
You have fortified your body and mind against eldritch effects. You gain a +1 status bonus to saving throws against magic.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Disrupt Qi
Feat 12
Source Pathfinder Player Core 2
You carefully target a creature's pressure points to block its inner life force. Make an unarmed Strike. If it deals damage to a living creature, that creature takes (floor(@actor.level/6))d6 persistent,void damage and is Enfeebled 1 until the persistent damage ends. If you're 18th level or higher, the persistent void damage increases to 3d6.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
VoidEffects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy.
Dodging Roll
Feat 12
Prerequisites master in Acrobatics
Trigger You take damage from an area effect that allows a Reflex save.
You dodge a blow at the last possible moment.
You Step and gain resistance to all damage equal to your level against the triggering effect. If your Step moves you out of the triggering effect's area, this resistance is instead equal to your level plus your Dexterity modifier.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Five-Gods Ram
Feat 12
Prerequisites Rushing Goat Stance
Requirements You're in Rushing Goat Stance.
You attack in an unceasing flurry of charging headbutts. Stride or Climb and then make a ramming horn Strike. If the Strike is successful, you immediately push the target back 10 feet, then Stride or Climb and make a second ramming horn Strike against them. If the second Strike is successful, you immediately knock the target Prone, but if the second Strike is a failure or if you're unable to complete all the required actions, you become Stunned 1.
Both Strikes count toward your multiple attack penalty, but the penalty doesn't increase until you've made both of them.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Focused Shot
Feat 12
Prerequisites Monastic Archer Stance
Requirements You are in Monastic Archer Stance.
You achieve a state of perfect calm before unleashing your attack, opening your mind to the minute movements of the world around you to increase your accuracy.
Make a ranged weapon Strike against a target within your weapon's first range increment. This Strike ignores the target's Concealed condition and all cover.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Improved Knockback Feat 12
Prerequisites Knockback Strike
When you successfully Shove a creature, increase both the distance you can push the creature and the distance you can move to follow along with the target by 5 feet on a success or 10 feet on a critical success. If you push the target into another creature or obstacle, they both take 1d6 bludgeoning damage per 5 feet of movement that was prevented.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Meditative Focus Feat 12
Prerequisites Qi Spells
Your meditation is so effective that you can achieve a deep focus with the world around you. When you Refocus, you regain all your Focus Points instead of 1.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Overwhelming Breath
Feat 12
Source Pathfinder Player Core 2
Prerequisites Qi Spells
You control your breathing and align it with your qi, exhaling with controlled force in order to overcome your opponent's resistance. If you use your next action to Cast a Spell that has the monk trait and no duration, the spell and any Strikes you make as a result of casting it ignore an amount of the target's resistance to physical damage equal to your level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
SpellshapeSpellshape actions tweak the properties of your spells. You must use a spellshape action directly before casting the spell you want to alter. If you use any action (including free actions and reactions) other than casting a spell directly after, you waste the benefits of the spellshape action. The benefit is also lost if your turn ends before you cast the spell. Any additional effects added by a spellshape action are part of the spell's effect, not of the spellshape action itself.
Reflexive Stance
Feat 12
Trigger You roll initiative
You enter a stance without a thought. Use an action that has the stance trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Sense Ki Feat 12
Prerequisites Qi Spells
You can read the presence of qi in your area. You gain imprecise lifesense out to a range of 30 feet.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Wave Spiral
Feat 12
Source Pathfinder Lost Omens Rival Academies
Prerequisites Reflective Ripple Stance
Frequency once per minute
Requirements You're in Reflective Ripple Stance.
You dip and spin, unleashing a wide whirlpool of water. Make an Athletics check to Trip each creature standing on the ground in a 10-foot emanation. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FlourishActions with the flourish trait are special techniques that require too much exertion for you to perform frequently. You can use only one action with the flourish trait per round.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
OccultThis magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.
WaterEffects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water.
Whirling in the Summer Storm
Feat 12
Prerequisites Twisting Petal Stance
Requirements You're in Twisting Petal Stance.
Your hands move in a hypnotic and distracting flurry that throws your foes off-balance before you cast them away with a violent pirouette. You Step. Then each enemy within your reach must attempt a Will save against the higher of your willclass DC or your willDeception DC; on a failure, they're Off-Guard to melee attacks from you and your allies until the end of your next turn. Then, [/act shove] up to three adjacent enemies; each Shove counts toward your multiple attack penalty, but you don't increase your penalty until after you've resolved all the Shove attempts.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Explosive Death Drop
Feat 14
Source Pathfinder Lost Omens Pathfinder Society Guide
Prerequisites Blazing Talon Surge
Requirements You are in Rain of Embers Stance and have a target Grabbed or Restrained.
You lift your enemy into the air before bringing them crashing down with a fiery detonation. Roll an athletics check against your target's Fortitude DC. You take a -1 circumstance penalty to your check if the target is one size larger than you and a -3 circumstance penalty if it's larger than that. You gain a +1 circumstance bonus to your check if the target is one size smaller than you and a +3 circumstance bonus if it's smaller than that.
Critical Success The target takes 12d6 fire damage and falls Prone in an unoccupied adjacent square of your choice. The target is no longer grabbed. The target and any creature adjacent to it also each take 1d6 persistent,fire damage.
Success As critical success, but the target takes 6d6 fire damage instead of 12d6, and creatures don't take persistent fire damage.
Failure The target is no longer grabbed.
Critical Failure As failure, but you fall prone.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FireEffects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Form Lock
Feat 14
Source Pathfinder Player Core 2
Prerequisites Wrestler Dedication
Requirements You have a creature Grabbed or Restrained.
Your ability to manipulate your enemy's entire body is potent enough that you can tear and break apart alternate forms. Attempt an Athletics check to counteract a polymorph effect currently affecting the creature you have grabbed or restrained. If the target is somehow under the effect of multiple polymorph effects, you can choose which one to attempt to counteract; the GM chooses randomly if the separate effects aren't obvious. The target is then temporarily immune for 1 day.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ArchetypeThis feat belongs to an archetype.
AttackAn ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Ironblood Surge
Feat 14
Prerequisites Ironblood Stance
Requirements You are in Ironblood Stance
You steel yourself, preparing to resist oncoming attacks and using your muscles to absorb the impact.
You gain the benefits of your iron sweep's parry trait (a +1 circumstance bonus to AC until the start of your next turn) and your resistance from Ironblood Stance increases to your Strength modifier (if it's higher) for the same duration.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Mountain Quake
Feat 14
Prerequisites Mountain Stronghold
Requirements You are in Mountain Stance
You stomp, shaking the earth beneath you. Creatures on the ground within a 20-foot emanation take damage equal to your Strength modifier (minimum 0), with a fortitude save against your class DC. On a failure, they also fall Prone. After you use this action, you can't use it again for 1d4 rounds.
Special If you have this feat, the Dexterity modifier cap to your AC while using Mountain Stance increases from +1 to +2.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Peerless Form Feat 14
Your mastery over your body is perfect enough to hold back the ravages of time. You cease aging, though you still die when your time is up. In addition, you gain a +2 status bonus to Fortitude and Will saving throws.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Shadow's Web Feat 14
Prerequisites Clinging Shadows Initiate
You can launch a wave of shadowy qi outward from your body, damaging your opponents and potentially binding them in place. You gain the Shadow's Web qi spell.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Tangled Forest Rake
Feat 14
Prerequisites Tangled Forest Stance
Requirements You are in Tangled Forest Stance.
You reposition foes with raking attacks. Make a lashing branch Strike. If you hit and deal damage, you can Reposition the target up to 10 feet. You can move the target through your space during this movement.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Timeless Body Feat 14
You cease aging. In addition, you gain a +2 status bonus to saving throws against poisons and diseases, and you gain resistance to poison damage equal to half your level.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Tongue of Sun and Moon Feat 14
You have transcended the barriers between words and meaning. You can speak and understand all spoken languages.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Whirling Blade Stance
Feat 14
Source Pathfinder Player Core 2
Prerequisites Monastic Weaponry
You enter a mindful stance that creates a deep connection between you and your monk weapons, allowing you to manipulate them with your qi, even at a distance. All melee monk weapons you wield with the finesse trait gain the thrown 10 feet trait (unless they already have the thrown trait with a greater range).
Once you've made a thrown Strike with such a weapon, you can use the precision of your throw to make additional strikes with it, even from a distance. Start from the space of the previous Strike's target to determine the range increment and whether the new target has cover. At the end of your turn, the thrown weapon flies directly back to you in a straight line. If a solid barrier blocks its path, it falls to the ground after hitting the barrier.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Wild Winds Gust
Feat 14
Source Pathfinder Player Core 2
Prerequisites Wild Winds Initiate
Requirements You are in Wild Winds Stance
You build air pressure with repeated motions, before releasing an enormous crescent of rushing wind strikes. Make a wind crash Strike against each creature in your choice of a 30-foot cone or a 60-foot line. These attacks all count toward your multiple attack penalty, but the penalty doesn't increase until after you make all the attacks.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
ManipulateYou must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
World-Breaking Footfall
Feat 14
Prerequisites Kaiju Stance
Requirements You are in Kaiju Stance and are touching the ground.
You slam the ground and unleash a fearsome roar, sending broken shards of earth flying in all directions. The ground in a 20-foot emanation around you becomes difficult terrain, or greater difficult terrain if it was already difficult terrain. All other creatures within the emanation take 7d6 bludgeoning damage with a reflex save against your class DC. You then can't use World-breaking Footfall for 1d4 #Recharge World-Breaking Footfall.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Electric Counter
Feat 16
Source Pathfinder #167: Ready? Fight!
Prerequisites Wild Winds Initiate
Trigger You would take damage.
Requirements You are in Wild Winds Stance.
You gain resistance to electricity equal to your level until the start of your next turn. If the triggering damage was electricity, this resistance applies to it. If the triggering damage was from a melee attack, the attacker takes 3d6 electricity damage.
Special This feat has the trait corresponding to the tradition of ki spells you cast, either divine or occult.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ElectricityEffects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Enlightened Presence Feat 16
Source Pathfinder Core Rulebook
You exude an aura of resolve. You and allies within 15 feet of you gain a +2 status bonus to Will saving throws against mental effects.
Effect: Enlightened Presence
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
AuraAn aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
EmotionThis effect alters a creature's emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Flinging Blow
Feat 16
You take a moment to center yourself, then unleash a powerful blow that sends your target tumbling away.
Make an unarmed Strike. If you hit, the target must succeed at a Fortitude save against your class DC or be pushed up to 10 feet directly away from you (or 20 feet, on a critical failure) and fall Prone.
If another creature or physical object would prevent this movement, both your target and the blocking creature or object take 1d6 bludgeoning damage per 5 feet of movement that was prevented.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Fuse Stance Feat 16
Prerequisites at least two stances
You have combined two stances into a single stance all your own. When you take this feat, choose two stances you know and combine them into a single fused stance. Give your new fused stance a unique name. When you enter your fused stance, you gain all the effects of both stances, including the requirements and restrictions.
If the stances both grant special attacks, you gain all those attacks. If a stance restricts you to one particular attack (such as Crane Stance), you must abide by that restriction. If the fused stances have incompatible restrictions, the GM determines which apply, or determines you can't fuse those stances at all.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Master Qi Spells Feat 16
Prerequisites Qi Spells
You have achieved near-total mastery of your qi. You gain Medusa's Wrath, Touch of Death, or another 8th-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Master of Many Styles
Feat 16
Source Pathfinder Player Core
Prerequisites Opening Stance (Fighter), Reflexive Stance (Monk)
Trigger Your turn begins.
You move fluidly between stances, using your mastery of combat to always adopt the best tactics. You use an action with the stance trait.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FighterThis indicates abilities from the fighter class.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
One-Millimeter Punch Feat 16
Prerequisites One-Inch Punch
Your punches have incredible force and control. When you damage a target using One-Inch Punch, you can focus your qi to send the foe flying. If you do, the target must attempt a fortitude save against your class DC.
Critical Success The target is unaffected.
Success The target is pushed back 5 feet.
Failure The target is pushed back 10 feet.
Critical Failure The target is pushed back 10 feet for each action you spent on One-Inch Punch.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Shattering Strike (Monk)
Feat 16
The force of your considered blow shatters objects and defenses alike. Make an unarmed Strike. It bypasses the target's resistances. If the target has Hardness, the Strike treats the Hardness as if it were half its value.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Diamond Fists Feat 18
Your body hardens as you combine your attacks, making your finishing blows more damaging. Your unarmed attacks gain the forceful and deadly d10 traits. Any that already had one or both of these traits increase their weapon damage dice by one step.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Effortless Reach Feat 18
Focusing the powers of your ki to augment your blows, you stretch and lengthen your body in ways that defy logic. Your unarmed attacks gain the reach trait.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Grandmaster Qi Spells Feat 18
Prerequisites Qi Spells
You have unlocked a qi technique achievable only by those who attain complete mastery of both their body and their spirit. You gain Embrace Nothingness, Qi Form, or another 9th-rank qi spell you have access to.
Special You can select this feat more than once, choosing a different spell each time.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Qi Center
Feat 18
Prerequisites Master of Many Styles, Qi Spells
Frequency once per minute
You center yourself with the universe and draw upon its vast power. You cast a single action qi spell with the stance trait, without spending a Focus Point.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Swift River
Feat 18
Trigger Your turn ends and you have a status penalty to your Speed or are Immobilized or Slowed
You flow like water, avoiding all restraints. End one status penalty to your speed, or end one immobilized or slowed condition affecting you.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Triangle Shot
Feat 18
Source Pathfinder Player Core 2
Prerequisites Monastic Archer Stance, Stunning Blows
Requirements You are in Monastic Archer Stance and wielding a bow usable with that stance.
You string three arrows to your bow and fire them all at once. Make three ranged Strikes against a single target with the required weapon, each using your current multiple attack penalty, and you take an additional β2 penalty. This counts as two attacks when calculating your multiple attack penalty, and you combine the attacks' damage for the purpose of resistances and weaknesses. Your Stunning Blows benefit applies to Triangle Shot, even though it isn't a Flurry of Blows. If all three Strikes hit, the target takes 3d6 persistent,bleed damage.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ConcentrateAn action with this trait requires a degree of mental concentration and discipline.
FortuneA fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Deadly Strikes Feat 20
You have honed your body to attack with lethal focus. Your unarmed attacks gain the deadly d10 trait, or you increase their deadly trait to d10 if the unarmed attack is already deadly with a smaller die size.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Endurance of the Rooted Tree Feat 20
Prerequisites Wholeness of Body
Just as the Vale of Aroden retains light and life despite inhospitable surroundings, you can sustain yourself regardless of your environment. You don't need to eat, drink, or breathe.
In addition, you can cast the Wholeness of Body ki spell almost effortlessly. You can cast it as a free action that triggers at the start of your turn.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Enduring Quickness Feat 20
You move as fast and as high as the wind itself. You're permanently Quickened.
You can use your extra action to Stride or Leap, to provide one of the actions needed for a High Jump or Long Jump
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Godbreaker
Feat 20
Prerequisites Crushing Grab, Whirling Throw
Requirements You have a creature Grabbed or Restrained.
You have mastered an ultimate grappling technique capable of breaking even the mightiest of foes. You hurl the creature 20 feet into the air, following behind it with a powerful jump, and then make an unarmed Strike. If the Strike is successful, you can repeat this process up to two more times, moving the creature an additional 20 feet directly up into the air with each Strike; the creature keeps the grabbed or restrained condition throughout the sequence. If you miss with any of the Strikes, Godbreaker and the grabbed or restrained condition immediately end and both you and the opponent fall, taking falling damage as normal for the total height of your jump.
If all three Strikes are successful, you immediately grab the creature and bring it crashing to the ground, dealing your unarmed Strike damage plus falling damage to it. You land on your feet adjacent to the creature, you take no damage from the fall, and the creature remains grabbed or restrained by you.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Golden Body Feat 20
You perfect your body, refining the flex of every muscle and the bend of every joint to maximum efficiency. Your unarmed Strikes gain the deadly d12 trait, and you have fast healing 20, causing you to regain 20 HP at the start of each of your turns provided you have at least 1 HP.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Immortal Techniques Feat 20
Prerequisites Master of Many Styles
You flow from technique to technique, renewing yourself as you embrace each style you have mastered. The first time each round that you use an action that has both the monk and stance traits, you gain 20 temporary Hit Points that last until the start of your next turn.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Impossible Technique
Feat 20
Source Pathfinder Player Core 2
Trigger An enemy's attack hits you or you fail a saving throw against an enemy's ability.
Requirements You are not armored or fatigued.
You execute a maneuver that defies possibility. If the triggering effect was an enemy's attack hitting you, the enemy rerolls the attack roll and uses the lower result. If the triggering effect was you failing a saving throw, you reroll the saving throw and use the higher result.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
FortuneA fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use. If a fortune effect and a misfortune effect would apply to the same roll, the two cancel each other out, and you roll normally.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Lightning Qi
Feat 20
Frequency Once per 10 minutes
Qi flows freely from within you. If your next action is to cast a qi spell that takes at least two actions to cast, reduce the number of actions to cast it by 1 (minimum 1 action).
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
Vitality-Manipulating Stance
Feat 20
Source Pathfinder #168: King of the Mountain
Prerequisites Stunning fist
You have learned to attack meridians and pressure points like your rival Shino Hakusa. You gain a vitality blast ranged unarmed Strike that deals 1d4 void damage, has a range of 30 feet, and has the unarmed and versatile vitality traits.
Additionally, when you use Stunning Fist, instead of saving against being stunned, you can choose to have the target make a Fortitude save against your class DC with the following results. You must choose to do this before the target rolls its save.
Stance: Vitality-Manipulating Stance
Critical Success The target is unaffected.
Success The target's muscles become temporarily weaker. For 1 round, the target is Enfeebled 2, and any time it attempts to take an action with the manipulate trait, the action is disrupted unless it succeeds at a flat check with a DC equal to 5 + its enfeebled value.
Failure As success, but the duration is 1 minute.
Critical Failure As success, but the duration is 1 minute, the flat check is DC 11, and the target takes β10-foot status penalty to all Speeds for the duration.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.
StanceA stance is a general combat strategy that you enter by using an action with the stance trait, and that you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you enter a new stance, whichever comes first. After you use an action with the stance trait, you can't use another one for 1 round. You can enter or be in a stance only in encounter mode.
Wake of Devastation Feat 20
Prerequisites Kaiju Stance
Requirements You're in Kaiju Stance.
Like a kaiju, you leave a trail of destruction in your wake. Your shattering earth attacks gain the razing trait. Whenever you succeed with a shattering earth attack while standing on the ground, the earth buckles under the force of the blow, and all the squares beneath you become difficult terrain.
Whenever you critically succeed with a shattering earth attack against a creature standing on the ground in an area of difficult terrain, you pummel the creature into the earth; they become Immobilized until they succeed at an Escape attempt against your class DC.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
MonkAbilities with this trait are from the monk class. A weapon with this trait is primarily used by monks.