Damage Bonus – While they prefer open-hand attacks to weapons, monks retain their awareness of anatomy and are able to cause extra damage when they use weapons against living creatures, equal to the monk’s level divided by 2, rounded up. This extra damage only applies against creatures with familiar anatomies (musculature, skeletal systems, joints, etc.) so this ability cannot be used against amorphous creatures such as slimes, gaseous life forms and so forth.
Deflection – A monk may deflect an incoming fired or hurled missile(arrow, bolt, dagger, and so on) by forsaking any other action and making a save vs. petrification
Increased Movement – Monks can move faster than a normal human due to their training and heightened body awareness; their movement rate increases as they gain levels
Lethal Damage – This ability allows the monk to deal lethal damage with open hand attacks.
Saving Throw – If a monk is attacked by an effect that requires a saving throw, a successful saving throw vs the attack results in teh monk taking no damage, evien if the attack was a fireball, for example
Stun Opponents – Once per day per level, a monk may attempt to stun an opponent with an open-hand attak. The monk declares the intent to stun and rolls to hit; if the attack hits, the target must roll a saving throw vs. paralyzation or be stunned (unable to attack and losing all Dexterity adjustments) for one round.
Climb walls* 75% – Able to climb vertical or smooth surfaces.
Detect noise* 25% – May hear faint noises.
Find/remove traps* 5% – Skill at finding and disarming traps.
Hide in shadows* 20% – Grants the ability to hide in shadows.
Move silently* 30% – May move without making a sound.
Minor Spheres of Magic – Elemental, All
Major Spheres of Magic – All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun