Expanded Combat Options House Rules
General Rules
Martial arts culture feats can only be taken at character creation. Taking one of this feats alters the armor and shield proficiencies gained from character classes. Armor and shield proficiencies are replaced with feats. Martial Arts, Weapon Master, Oriental Combat feats can be taken as Fighter bonus feats. Monk feats can only be taken by monks.

Martial Arts Culture Feats
Unarmored Martial Culture
Light Armor & Shield Martial Culture
Samurai Martial Culture
Rogue Martial Culture
Two-Weapon Rogue Culture
Unarmed Combat Martial Culture
Yakuza Martial Culture 
Ninja Martial Culture

Weapon Master Feats
Expertise 
Expert Defenses
Expert Finesse
Uncanny Expertise
Improved Uncanny Expertise
Shield Expertise

Martial Arts Feats
Improved Unarmed Strike
Martial Arts Defenses
Martial Arts Finesse
Martial Arts Dodging
Improved Martial Arts Dodging
Martial Arts Blow
Improved Blow

Ki Weapon Feats
Lesser Ki Weapon
Ki Weapon
Improved Ki Weapon
Greater Ki Weapon
Secondary Ki Weapon

Oriental Combat Feats
Enemy Dodge
Countermoves
One Handed Spear Technique
Flying Attack
Ki Power Blow
Ki Jump
Ki Balance
Ki Reach
Numbing Attack
Shattering Attack

Monk Feats
Ki Healing
Ki Curing
Ki Finesse
Ki Striking
Ki Wrestling
Additional Monk Weapons
Unusual Monk Weapon

Martial Culture Feats
Unarmored Martial Culture Feat
The character comes from a culture that focuses on different martial skills.
Benefits: The character receives certain feats in place of normal armor and shield proficiencies from the characters class. The table below gives the replacement feats. When multi-classing the characters new armor and shield  proficiencies will also be taken from this table. For example, a first level rogue would have the Expertise and Expert Defenses feats. If the rogue multi-classed to become a first level rogue/first level ranger the character would acquire proficiency with Light Armor and the Uncanny Expertise feat. A character can acquire feats in this manner without fulfilling the prerequisites necessary to take those feats normally.

Normal Character Armor Proficiencies From Character Classes	Unarmored Martial Culture Proficiencies
From Character Classes	
No Armor	Expertise	
Light Armor	Expertise, Expert Defenses	
Light Armor & Shield	Expertise, Expert Defenses, Light Armor	
Light Armor & Medium Armor	Expertise, Light Armor, Expert Defenses	
Light Armor, Medium Armor & Shield	Expertise, Light Armor, Expert Defenses, Uncanny Expertise	
Light Armor, Medium Armor, Heavy Armor & Shield	Expertise, Light Armor, Expert Defenses, Uncanny Expertise, Improved Uncanny Expertise	
Special: This feat can only be taken at character creation. A character cannot take this feat and other Martial Culture feats

Shield & Light Armor Martial Culture Feat
The character comes from a culture that focuses on different martial skills.
Benefits: As per the Unarmored Martial Culture Feat but use the following table.
Normal Character Armor Proficiencies From Character Classes	Shield & Light Armor  Martial Culture Proficiencies
From Character Classes	
No Armor	Expertise,	
Light Armor	Expertise, Expert Defenses	
Light Armor & Shield	Expertise, Light Armor, Expert Defenses	
Light Armor & Medium Armor	Expertise, Light Armor, Expert Defenses 	
Light Armor, Medium Armor & Shield	Expertise, Light Armor, Expert Defenses, Shield	
Light Armor, Medium Armor, Heavy Armor & Shield	Expertise, Light Armor, Expert Defenses, Medium Armor, Shield	
Special: This feat can only be taken at character creation. A character cannot take this feat and other Martial Culture feats

Samurai Martial Culture Feat
The character comes from a culture that focuses on different martial skills.
Benefits: As per the Unarmored Martial Culture Feat but use the following table.
Normal Character Armor Proficiencies From Character Classes	Samurai Martial Culture Proficiencies
From Character Classes	
No Armor	Expertise	
Light Armor	Expertise, Expert Defenses	
Light Armor & Shield	Expertise, Expert Defenses, Light Armor	
Light Armor & Medium Armor	Expertise, Light Armor, Expert Defenses	
Light Armor, Medium Armor & Shield	Expertise, Light Armor, Expert Defenses, Medium Armor	
Light Armor, Medium Armor, Heavy Armor & Shield	Expertise, Light Armor, Expert Defenses, Medium Armor, Heavy Armor	
Special: This feat can only be taken at character creation. A character cannot take this feat and other Martial Culture feats

Rogue Martial Culture Feat
Benefits: As per the Unarmored Martial Culture Feat but use the following table.
Normal Character Armor Proficiencies From Character Classes	Rogue Martial Culture Proficiencies
From Character Classes	
No Armor	Improved Initiative	
Light Armor	Improved Initiative, Expert Defenses	
Light Armor & Shield	Improved Initiative, Expert Defenses, Expertise	
Light Armor & Medium Armor	Improved Initiative, Expert Defenses, Expertise	
Light Armor, Medium Armor & Shield	Improved Initiative, Expert Defenses, Expertise, Light Armor	
Light Armor, Medium Armor, Heavy Armor & Shield	Improved Initiative, Expert Defenses, Expertise, Light Armor, Medium Armor	
Special: This feat can only be taken at character creation. Only Rogue characters may take this feat. A character cannot take this feat and other Martial Culture feats 

Two Weapon Rogue Martial Culture Feat
Benefits: As per the Unarmored Martial Culture Feat but use the following table.
Normal Character Armor Proficiencies From Character Classes	Two Weapon Rogue Martial Culture 
Proficiencies
From Character Classes	
No Armor	Two Weapon Fighting	
Light Armor	Two Weapon Fighting, Expert Defenses	
Light Armor & Shield	Two Weapon Fighting, Expert Defenses, Expertise	
Light Armor & Medium Armor	Two Weapon Fighting, Expert Defenses, Expertise	
Light Armor, Medium Armor & Shield	Two Weapon Fighting, Expert Defenses, Expertise, Light Armor	
Light Armor, Medium Armor, Heavy Armor & Shield	Two Weapon Fighting, Expert Defenses, Expertise, Light Armor, Medium Armor	
Special: This feat can only be taken at character creation. Only Rogue characters may take this feat. A character cannot take this feat and other Martial Culture feats.

Unarmed Combat Martial Culture Feat
The character comes from a culture that focuses on different martial skills.
Benefits: As per the Unarmored Martial Culture Feat but use the following table.
Normal Character Armor Proficiencies From Character Classes	Unarmed Combat Martial Culture Proficiencies
From Character Classes	
No Armor	Improved Unarmed Strike	
Light Armor	Improved Unarmed Strike, Martial Defenses	
Light Armor & Shield	Improved Unarmed Strike, Martial Defenses, Light Armor	
Light Armor & Medium Armor	Improved Unarmed Strike, Martial Defenses, Light Armor	
Light Armor, Medium Armor & Shield	Improved Unarmed Strike, Martial Defenses, Light Armor, Martial Arts Dodging	
Light Armor, Medium Armor, Heavy Armor & Shield	Improved Unarmed Strike, Martial Defenses, Light Armor, Martial Arts Dodging, Improved Martial Arts Dodging	
Special: This feat can only be taken at character creation. A character cannot take this feat and other Martial Culture feats

Ninja Martial Culture Feat
Benefits: As per the Unarmored Martial Culture Feat but use the following table.
Normal Character Armor Proficiencies From Character Classes	Ninja Martial Culture Proficiencies
From Character Classes	
No Armor	Improved Initiative	
Light Armor	Improved Initiative, Martial Arts Defenses	
Light Armor & Shield	Improved Initiative, Martial Arts Defenses, Improved Unarmed Strike	
Light Armor & Medium Armor	Improved Initiative, Martial Art Defenses, Improved Unarmed Strike	
Light Armor, Medium Armor & Shield	Improved Initiative, Martial Arts Defenses, Improved Unarmed Strike, Light Armor	
Light Armor, Medium Armor, Heavy Armor & Shield	Improved Initiative, Martial Arts Defenses, Improved Unarmed Strike, Light Armor, Medium Armor	
Special: This feat can only be taken at character creation. Only Rogue characters may take this feat. A character cannot take this feat and other Martial Culture feats.

Two WeaponNinja Martial Culture Feat
Benefits: As per the Unarmored Martial Culture Feat but use the following table.
Normal Character Armor Proficiencies From Character Classes	Two Weapon Ninja Martial Culture Proficiencies
From Character Classes	
No Armor	Two Weapon Fighting	
Light Armor	Two Weapon Fighting, Martial Arts Defenses	
Light Armor & Shield	Two Weapon Fighting, Martial Arts Defenses, Improved Unarmed Strike	
Light Armor & Medium Armor	Two Weapon Fighting, Martial Art Defenses, Improved Unarmed Strike	
Light Armor, Medium Armor & Shield	Two Weapon Fighting, Martial Arts Defenses, Improved Unarmed Strike, Light Armor	
Light Armor, Medium Armor, Heavy Armor & Shield	Two Weapon Fighting, Martial Arts Defenses, Improved Unarmed Strike, Light Armor, Medium Armor	
Special: This feat can only be taken at character creation. Only Rogue characters may take this feat. A character cannot take this feat and other Martial Culture feats.

Weapon Master Feats
Expert Defenses
Prerequisite: Expertise 
The character has been trained to avoid attacks in a similar way to monks. The character is less accomplished at avoiding attacks than a monk and the effort involved in maintaining the character’s defenses will interfere with arcane spell casting.
Benefit: When unarmored and without a shield the character has a +2 AC dodge modifier. This defensive adjustment functions like a monk’s defensive adjustment. It is not lost in situations where the Dexterity modifier is lost. It is lost when the character is immobilized. The movements involved in dodging interfere with arcane spell casting. Where an arcane spell has a somatic component a character has a 15% chance of arcane spell failure. A character can choose not to use this feat to prevent arcane spell failure. If the character does so, the character loses the defensive adjustment for one full round. 
Special: Where a monk with a Wisdom modifier of +1 takes this feat, the dodge modifier is reduced to a +1 AC modifier. Where a monk with a Wisdom modifier of +2 or better does not gain any benefit from this feat. 

Expert Finesse
Prerequisite: Expert Defenses
The character has techniques that allow the character to use Dexterity for accuracy in combat in place of Strength.
Benefit: Select one weapon. The character must be proficient in that weapon. The character must be unarmored and without a shield to use this feat. With the selected weapon the character may use a Dexterity modifier instead of a Strength modifier on attack rolls. 
Special: The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon. 

Uncanny Expertise
Prerequisite: Expertise, Expert Defenses
The character’s skills are so advanced that the character can react to danger before the character’s senses would normally allow the character to.
Benefit: When unarmored and without a shield the character retains part of his Dexterity bonus to his AC if caught flat-footed or by an invisible attacker. A Dexterity bonus of +1 or +2 is retained. A Dexterity bonus of +3 or better is reduced to +2. Other dodge bonuses that would be lost are unaffected by this feat. The character can still be sneak attacked when caught flat-footed.  An immobilized character would still lose the Dexterity Bonus. This feat can be taken as a Fighter bonus feat.

Improved Uncanny Expertise
Prerequisite: Expertise, Expert Defenses, Uncanny Expertise
The character’s skills are so advanced that the character can react to danger before the character’s senses would normally allow the character to.
Benefit: When unarmored and without a shield to use this ability the character retains his Dexterity bonus to his AC if caught flat-footed or by an invisible attacker. Other dodge bonuses that would normally be lost are also retained. The character cannot be sneak attacked when caught flat-footed. An immobilized character would still lose the Dexterity Bonus. This feat can be taken as a Fighter bonus feat.

Shield Expertise
Prerequisite: Expertise, Expert Defenses
The character is especially skilled with using a shield and expertise based feats.
Benefit: A character can use the Expertise Defenses, Uncanny Expertise and Improved Uncanny Expertise, Expert Finesse feats when unarmored and using a shield. When using a large shield, the AC adjustment from the Expertise Defenses feat is reduced to a +1 modifier.

Martial Arts Feats
Martial Arts Defenses
Prerequisite: Improved Unarmed Strike 
Benefits: As per expert defenses
Special: As per expert defenses

Martial Arts Finesse
Prerequisite: Martial Arts Defenses
Benefit: As per the Expert Finesse feat. In addition the character can also apply the character’s Dexterity modifier instead of a Strength modifier on attack rolls with his unarmed strike.
Special: As per Expert Finesse. However Monk characters may take this feat without the prerequisite Martial Arts Defenses feat.

Martial Arts Dodging
Prerequisites: Improved Unarmed Strike, Martial Arts Defenses
Benefit: As per the Uncanny Expertise feat
Special: As per Uncanny Expertise. However Monk characters may take this feat without the prerequisite Martial Arts Defenses feat.

Improved Martial Arts Dodging
Prerequisite: Improved Unarmed Strike, Martial Arts Defenses, Martial Arts Dodging 
Benefit: As per the Improved Uncanny Expertise feat
Special: As per the Improved Uncanny Expertise. However Monk characters may take this feat without the prerequisite Martial Arts Defenses feat.

Martial Arts Blow
Prerequisites: Improved Unarmed Strike
The character has a more powerful unarmed strike
Benefit: The character’s unarmed combat damage is increased. A medium sized character will do 1d6 damage. A small sized character will do 1d4 damage. The character does normal damage but can choose to cause subdual damage with no penalty to attack rolls. The character must be unarmored or in light armor and fighting without a shield to use this feat. 

Improved Blow
Prerequisites: Improved Unarmed Strike, Martial Arts Blow, Base attack bonus +4 or better
Benefit: As per Martial Arts Blow but the character’s unarmed combat damage is increased to 1d8 if medium sized and 1d6 if small sized.

Ki Weapon Feats
Lesser Ki Weapon
Prerequisite: Quick Draw, Expertise, Weapon Focus, Weapon Specialization, Fighter level 4+, Base attack bonus +5 or higher.
A character with this ability can imbue on a selected type of melee weapon the abilities of a magical weapon. A character must have Weapon Focus and Weapon Specialization feats with the selected weapon.  
Benefit: The selected weapon strikes enemies as if it were a +1 magical weapon when used in melee. Only one weapon can be enhanced. 
Special:  The character must be unarmored and without a shield to use this ability. In addition to develop this ability, a character must give up the use of all weapons other than the selected weapon, one other melee weapon and one missile weapon. The character must also give up the use of magical melee weapons to focus on his selected melee weapon. A character unable to comply with the restrictions will lose the Lesser Ki Weapon feat for a period of three days. This ability is a supernatural ability. 

Ki Weapon
Prerequisite: Quick Draw, Expertise, Weapon Focus, Weapon Specialization, Lesser Ki Weapon, Fighter level 4+, Base attack bonus +8 or higher.
Benefit: As per Lesser Ki Weapon Feat but selected weapon strikes enemies as if it were a +2 magical weapon. 
Special: As per Lesser Ki Weapon Feat but a character who cannot comply with the restrictions will lose this ability for a period of 1 week.

Improved Ki Weapon
Prerequisite: Quick Draw, Expertise, Weapon Focus, Weapon Specialization, Lesser Ki Weapon, Ki Weapon, Fighter level 4+, Base attack bonus +12 or higher.
Benefit: As per Lesser Ki Weapon Feat but selected weapon strikes enemies as if it were a +3 magical weapon. 
Special: As per Lesser Ki Weapon Feat but a character who cannot comply with the restrictions will lose this ability for a period of 2 weeks.

Greater Ki Weapon
Prerequisite: Quick Draw, Expertise, Weapon Focus, Weapon Specialization, Fighter level 4+, Lesser Ki Weapon, Ki Weapon, Improved Ki Weapon, Base attack bonus +14 or higher
Benefit: As per Lesser Ki Weapon Feat but selected weapon strikes enemies as if it were a +4 magical weapon. Where the character’s base attack bonus is +18 or higher the selected weapon strikes enemies as if it were a +5 magical weapon.
Special: As per Lesser Ki Weapon Feat but a character who cannot comply with the restrictions will lose this ability for a period of 3 weeks.

Secondary Ki Weapon
Prerequisite: Quick Draw, Expertise, Lesser Ki Weapon, Fighter level 4+, Base attack bonus +8 or higher.
Benefits:  The character can use Ki Weapon feats to enhance a second melee weapon. This weapon must be used for off-hand attacks only. The weapon strikes enemies with the same bonuses as the primary weapon.

Oriental Combat Feats
Enemy Dodge
Prerequisite: Dex 13+
The character is especially skilled in dodging attacks from a favored enemy. When selecting an enemy type, the same rules used by rangers in selecting a favored enemy apply. 
Benefit: The character receives a +1 dodge bonus to Armor Class against attacks from a selected enemy type. A condition that makes the character lose his or her Dexterity bonus to Armor Class (if any) also makes the character lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. 
Special: The character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a new enemy type. Benefits from this feat do not stack with the Dodge feat. 

Countermoves
The character is skilled at countering various trick attacks.
Benefit: Once per round when the character would normally be affected by a grapple attack, an attack on the character’s weapon, a disarm attempt, a bull rush attack or a trip attempt the character is allowed a saving throw to prevent this. The character may make a Reflex saving throw against a DC of (10 + half the attacker’s levels + the attacker’s Dexterity modifier). If the character succeeds, the character counters the attack. The character must be aware of the attack and not flat-footed. Attempting to counter is a free action. If the attack is a disarm or trip attempt and the defender would normally be allowed to make a disarm or trip attempt in return where the attack fails, the disarm or trip attempt in return is allowed. If the attack is a bull rush attempt and the attacker would normally fall prone in his own square upon failure of the bull rush attempt, the attacker will fall prone in his own square. 

Flying Attack
Prerequisites: Int 13+, Expertise, Dex 13+, Dodge, Mobility, base attack bonus +4 or higher, Spring Attack. 
The character can make an especially powerful spring attack with his martial arts skills.
Benefit: The character can make a spring attack with a bonus of +1 to hit and damage. This feat cannot be used in heavy armour.

One Handed Spear Technique
Benefit: The character can use a shortspear as a one handed weapon if medium sized and a halfspear as a one-handed weapon is small sized.

Ki Power Attack
Prerequisites: Str 13+, Power Attack, Base attack bonus +3 or better
The character is skilled in using Ki to enhance his Power Attacks
Benefits: Once per level per day when using the Power Attack feat and taking a penalty to hit of –3 or greater the character receives an additional +1 to damage.

Ki Jump
Prerequisites: Character level 7 or higher, Expert Defenses or Martial Arts defenses
The character is skilled in using Ki to enhance jumping skill.
Benefits: Once per level per day the character can use Ki to enhance jump skill. 
The character is unaffected by the normal height restriction to jump distances in the jump skill rules. The character also receives a bonus to jump skill checks of 1 per level. This skill cannot be used in heavy armor. Any armor check penalty still applies. This is a supernatural ability. A character with 1 or more monk levels may take this feat without having the required prerequisites.

Ki Balance
Prerequisites: Character level 7 or higher, Expert Defenses or Martial Arts defenses
The character is skilled in using Ki to enhance balance.
Benefits: Once per level per day the character can use Ki to enhance balance. The character also receives a bonus of 1 per level to balance skill checks. This skill cannot be used in heavy armor. Any armor check penalty still applies. This is a supernatural ability. A character with 1 or more monk levels may take this feat without having the required prerequisites.

Ki Reach Attack
Prerequisites: Improved Unarmed Strike, Ki Jump, Base Attack Bonus +12 or higher, Dex 13+, Wis 13+
The character is skilled in using Ki to enhance the reach of the character’s attacks.
Benefits: Once per level per day for every 4 character levels, the character can enhance the character’s own reach by 5’ for a full round. Extending a character’s reach is a free action. The character can still attack adjacent targets. The character’s extended reach cannot be used to make touch spell or special ability attacks other than Stunning Attacks, Numbing Attacks, Shattering Attacks and Quivering Palm Attacks. This skill cannot be used in heavy armor. This is a supernatural ability.
Special: A character with 12 or more monk levels may take this feat without having the required prerequisites. 

Numbing Attack
Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher. 
The character can make unarmed attacks that numb the target making his attacks less accurate.
Benefit: Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is numbed for 1D3 rounds. A numbed character has a –3 penalty on attack rolls. The character may attempt a numbing attack once per day for every four levels attained, and no more than once per round. A character cannot make a stunning or a shattering attack in the same round he makes a numbing attack.
Special: A monk character can use the character’s number of stunning attacks per day to make numbing attacks in place of stunning attacks. A character with 1 or more monk levels can take this feat without fulfilling the prerequisites. 

Shattering Attack
Prerequisites: Dex 13+, Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher. 
A character can make attacks that do additional damage. These attacks are especially useful in smashing inanimate objects.
Benefit: Declare that the character is using the feat before making an attack roll (thus, a missed attack roll ruins the attempt). It forces a foe damaged by the character's unarmed attack to make a Fortitude saving throw (DC 10 + one-half the character's level + Wis modifier), in addition to dealing damage normally. If the defender fails his saving throw, he takes an additional 1d6 damage. Non-magical inanimate objects not carried by a character automatically fail their saving throw. The character may attempt a shattering attack once per day for every four levels attained, and no more than once per round. A character cannot make a stunning attack or a numbing attack in the same round he makes a shattering attack.
Special: A monk character can use the character’s number of stunning attacks per day to make shattering attacks in place of stunning attacks. A character with 1 or more monk levels can take this feat without fulfilling the prerequisites. 

Monk Feats
Ki Healing
Prerequisites: Monk with 7 levels and above
The character is skilled in using Ki to heal
Benefits: The character can heal an additional 3 hit points with his wholeness of body ability. In addition, the wholeness of body ability can be used to heal other characters. The character must be unarmored and without a shield to use this feat. This ability is a supernatural ability.

Ki Curing
Prerequisites: Monk with 7 levels and above
The character can use Ki to cure poisons and diseases.
Benefits: The monk can Remove Disease as per the spell Remove Disease once per day. When he does so he loses his own immunity to disease for the rest of the day. At level 11 and above, the monk can cast Neutralize Poison as per the spell Neutralize Poison once per day. When he does so he loses his own immunity to poison for the rest of the day. The character must be unarmored and without a shield to use this feat. This ability is a supernatural ability.

Ki Finesse
Prerequisite: Monk Only, Wisdom 13+
The monk is skilled in using Ki to enhance his accuracy in combat.
Benefit: Choose one monk special weapon. With the selected weapon the character may use a Wisdom modifier instead of a Strength modifier on attack rolls. The character may also use his Wisdom modifier instead of a Strength modifier for attack rolls when making unarmed strikes. The character must be unarmored and without a shield to use this feat 
Special: The character can gain this feat multiple times. Each time the character takes the feat, it applies to a new weapon. 

Ki Striking
Prerequisite: Monk Only, Wisdom 13+, Base attack bonus +3 or better, Ki Finesse
The monk is skilled in using Ki to enhance combat damage. Diverting his will in this manner weakens the monk’s Will saving throw.
Benefit: On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all his Will saving throws and add the same number to all melee damage rolls with unarmed combat or martial arts weapons. This number may not exceed the character's Wisdom modifier. The penalty on saving throws and bonus on damage applies until the character's next action. When using this ability the character does not receive any Strength modifier bonus to damage. The character must be unarmored and without a shield to use this feat. This ability is a supernatural ability. When using this ability the character cannot use any Strength modifier bonus to damage.

Ki Wrestling
Prerequisite: Monk Only, Wisdom 13+
The monk is skilled in using Ki in close combat 
Benefit: When resolving trip attempts and bull rush attempts, the character can substitute the character’s Wisdom score for the character’s Strength score. When making grappling attack rolls (but not damage rolls) the character can substitute the character’s Wisdom modifier for his Strength modifier. In addition the monk can increase the character’s base attack bonus from the character’s monk levels to the base attack bonus from an equivalent number of fighter levels as a free action for one round. Improving the monk’s base attack bonus in this way counts as a single use of the monk’s stunning atack ability. The character must be unarmored and without a shield to use this feat. This ability is a supernatural ability.

Additional Monk Weapons
Prerequisite: Monk Only
The monk has spent additional time training with martial arts weapons.
Benefit: The character is proficient with the following weapons; baton, tonfa, sai and ninja claws. The character can use these weapons as well as daggers and punch daggers  as monk special weapons. When equipped with two monk special weapons the character gets a +1 AC dodge modifier against one selected opponent. This modifier is lost in situations where the character loses his Dexterity modifier. A character cannot select the same opponent for this feat as selected for the Dodge feat. Statistics for new weapons are given below. Rules for using new martial arts weapons are given below the Unusual Monk Weapons feat.

New Exotic Weapons For Additional Monk Weapons Feat	

Baton – Statistics as Nunchaku – This is a small, light club. This weapon can be used with a simple weapon proficiency instead of an exotic weapon proficiency but has a penalty of –1 to damage when doing so. 

Tonfa  - Statistics as Nunchaku – This is a T shaped club. 

Sai – Statistics as Siangham– This is a stabbing weapon larger than a normal dagger. This weapon can be used with a martial weapon proficiency instead of an exotic weapon proficiency but has a penalty of –1 to damage when doing so. 

Ninja Claws- Statistics as Kama – This is set of slashing blades worn like a claw. This weapon can be used with a martial weapon proficiency instead of an exotic weapon proficiency but has a penalty of –1 to damage when doing so. 

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Unusual Monk Weapons
Prerequisite: Monk Only
The monk has spent additional time training with an unusual martial arts weapon
Benefit: The character must select one new unusual martial arts weapon. The character becomes proficient with this weapon. In addition the weapon can be used as a monk special weapon. Unusual martial arts weapons include scimitars, short swords, martial arts chains, oriental flails,  quarterstaffs, monk polearms, half spears and short spears. Statistics for new weapons are given below. 

New Exotic Weapons For Unusual Monk Weapons Feat	

Martial Arts Chain- Statistics as Spiked Chain but weighing 7 lbs and doing 1d6 damage only – This is a lighter version of the spiked chain. The weapon has reach as a spiked chain. It can be used to trip and disarm like a spiked chain.
	
New Martial Weapons For Unusual Monk Weapons Feat	

Oriental Flail- Statistics as Light Flail – This is a set of three iron bars linked together. It can be used to disarm and trip as a light flail.

Monk Polearm- Statistics as Glaive but weighing 9 lbs and doing 2d4 damage only – This weapon is not a reach weapon. It can be used to strike adjacent targets. This is a shortened version of the Glaive. The blade may have an unusual shape. Crescent shaped, bell shaped and spade shaped blades are common.	

New Monk Special Weapon Rules For Additional Monk Weapons and Unusual Monk Weapon Feats	

A character can use monk special weapons at least one size smaller than the character’s own size normally. A medium sized character can use short swords as monk special weapons. The character can use the flurry of attacks special ability with the weapon.

A character can use a weapon of equal size to the character’s own size as a monk special weapon. The weapon must be used two handed. When used as a monk special weapon, the character has to make small quick actions. As a result the character’s strength modifier as applied as if the character was using a one handed weapon. The character cannot use the flurry of attacks special ability with the weapon. A small character can use a short sword in this manner. A medium sized character can use a scimitar or oriental flail in this manner.

A character can use a weapon of one size larger than the character’s own size as a monk special weapon. The weapon must be used two handed. When used as a monk special weapon, the character has to make small quick actions. As a result the character’s strength modifier as applied as if the character was using a one handed weapon. The character cannot use the flurry of attacks special ability with the weapon. A small character can use a scimitar, oriental flail or halfspear in this manner. A medium sized character can use a shortspear, monk polearm or martial arts chain in this manner

A character can use a double weapon of one size larger than the character’s own size as a monk special weapon. The weapon must be used two handed. When used as a monk special weapon, the character has to make small quick actions. As a result the character’s strength modifier as applied as if the character was using a one handed weapon. The character can use the flurry of attacks special ability with this weapon. The character’s off-hand damage bonus is not reduced. A medium sized character can use a quarterstaff in this manner.