Played by Daymian.
A young man, at most in his late teens. Standing 6'4 and well muscled, which is easy to see since even in cold weather his torso is bare. There are scars from his left pec down his left arm. His dark green hair is spikey and mid-length. Two parts drift over his shoulders coming to rest at the top of his chest while the third part hangs in a loose pony tail. His hair wild like the rest of him, his look is calm, but stern. A badge of the guard sometimes hangs from his thick belt. Lighter greens and browns are the colors of his various pants. Sturdy thick boots cover his feet. His movements are graceful, almost effortless, quiet and there is a strange... almost hungry aura that surrounds him when he's in a fight or about to be. He wears no visible weapons
Punishing Kick: a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Iron Monk: a monk of the iron mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus.
Bastion Stance: a monk of the iron mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects.
Steal Ki: a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum.
Life Funnel: At 7th level, a hungry ghost monk can steal a creature’s life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe that life funnel is an unsavory act, no better than what the undead do to the living. A monk with this ability cannot steal both ki and hit points at the same time.
Iron Limb Defense: a monk of the iron mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4.
Ki Pool Powers
4th Level Qinggong Power (Su): Barkskin (Self Only), 1 Ki Point. Duration: 10 min./level, Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.
6th Level Qinggong Power (Su): Feather Step (Self Only), 1 Ki Point. Duration 10 minutes/level: For the duration of this ability, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.