Combattants armed with faith, they combat and hunt down all who would besmirch their dogma. With the use of katanas, nodachis, wakizashis and even radical machina of yore, they devastate foes with heavy strikes and heavier resolve.

Warrior Monk is an archetype of the Samurai.

The Teachings (Ex)

A warrior monk’s training encapsulates the knowledge of their faith. Be it its practices, ritual and enemies. Warrior monks lose the Ride skill but gain Knowledge (religion) as a class skill instead.

Limit Break

The warrior monk loses access to the Shin-Zantetsu limit break but gains Full Break in its place:

Full Break (Su): This limit break allows the warrior monk to devastate an opponent’s combat ability. Make an attack roll at the nearest creature. The warrior monk may charge as part of activating this ability but can only go up to their base speed. Should the warrior monk hit, the target must make a Fortitude saving throw. A failure results in the target suffering a 1d4 + 1 penalty per stack of limit break consumed to all of their ability scores. This ability can affect creatures such as undead, constructs, and outsiders but cannot bypass any innate immunity or resistances to ability damage. Should the warrior monk consume 5 or more stacks of limit break gauge, this adds the added effect of every Break the warrior monk knows (such as Vigor break or Agility Break). This penalty lasts for 1 round per limit break stack consumed.

This alters Limit Breaks.

Breaks (Su)

At 1st level, a warrior monk practices a technique that allows them to focus their inner faith as chi. Doing so and delivering the chi, via weapon strikes, can result in them hampering the inner workings of their foes. These attacks are called breaks. A break is performed as an attack action. A warrior monk may only deliver breaks with weapons from the samurai weapon group. The warrior monk may not deliver breaks with unarmed strikes or natural weapons. Once a warrior monk has used a break, he must wait 1d4+1 rounds before he can use another break.

A warrior monk gains 1 break at first level, 4th level, and every three levels thereafter. A warrior monk may select one break a second time to gain an added effect to the break. This added effect only functions if the target of a Break fails the initial saving throw.

Breaks cause the target to take a penalty to an ability score for a number of minutes equal to the warrior monk's focus modifier. A penalty to an ability score functions mostly the same way to ability damage except that a penalty cannot reduce a character's ability scores below 1.

The ability score penalties (But not other penalties) inflicted by a break stack with themselves, but not other sources of ability score penalties. If multiple breaks are used, either the same break or different breaks, all ability score penalties share the duration of the most recent break. (So, if you had 1 minute left on Power Break, but then you inflicted a Mental Break for 4 minutes, Power Break is effectively being extended by another three minutes). Added effects only have their durations reset when you use the associated break.

The DC for his breaks is equal to 10 + half his samurai level + his Focus modifier:

Power Break (Su): The warrior monk saps the vigor from his foe. Make a single weapon attack. Should they hit, they deal normal weapon damage and the target must make a Reflex save or take a 1d3 + 1 penalty to Strength.
Added Effect: Whenever the warrior monk successfully uses Power Break against a creature, that creature reduces all physical damage they deal by an amount equal to half his samurai level (minimum of 0) for 1 minute. Prerequisites: Power Break, Samurai 6.

Agility Break (Su): The warrior monk saps his foe's sense of balance. Should they hit, they deal normal weapon damage and the target must make a Fortitude save or take a 1d3 + 1 penalty to Dexterity.
Added Effect: Whenever the warrior monk successfully uses Agility Break against a creature, that creature cannot benefit from dodge bonuses from feats or extraordinary sources for 1 minute. Prerequisites: Agility Break.

Vigor Break (Su): The warrior monk cuts his foe's life force in twain. Should they hit, they deal normal weapon damage and the target must make a Will save or take a 1d3 + 1 penalty to Constitution. Prerequisites: Samurai 8.
Added Effect: Whenever the warrior monk successfully uses Vigor Break against a creature, that creature gains an amount of negative levels equal to half the warrior monk's Focus modifier (minimum of 1) for 1 minute. Creatures immune to energy drain are immune to this added effect. Prerequisites: Vigor Break, Samurai 14.

Magic Break (Su): The warrior monk abruptly stops the flow of memory. Should they hit, they deal normal weapon damage and the target must make a Fortitude save or suffer 1d3 + 1 points of Intelligence damage.
Added Effect: Whenever the warrior monk successfully uses Magic Break against a creature, that creature gains the Faithless condition for 1 minute.

Mental Break (Su): The warrior monk severs a foe's instinct. Should they hit, they deal normal weapon damage and the target must make a Reflex save or suffer 1d3 + 1 points of Wisdom damage.
Added Effect: Whenever the warrior monk successfully uses Mental Break against a creature, that creature gets the Disabled condition for 1 minute.

Ego Break (Su): The warrior monk shatters his opponent's force of will. Should they hit, they deal normal weapon damage and the target must make a Will save or suffer 1d3 + 1 points of Charisma damage.
Added Effect: Whenever the warrior monk successfully uses Ego Break against a creature, The creature gains the Debraved and staggered conditions for a number of rounds equal to your Focus modifier.

A break can be removed with an Esuna or by any effect that heals ability score damage, but each type of break is considered an independent effect. Removing the break also removes the added effect, even if the effect that removed the break does not normally remove the added effect.

An opponent can also attempt to shake off a break as a move action on their turn, allowing them to make a new saving throw against the break. If they succeed, all penalties to that ability score are removed. At 14th level, the opponent must spend a standard action instead.

This ability replaces Iai Strike and the Bushido Art gained at 4th level, 10th level, and 14th level.

Warrior Monk's Conditioning (Ex)

At 1st level, warrior monks are subjected to grueling training to give them resilient bodies. As such, the Warrior Monk gains Toughness as a bonus feat (If he already had this feat, he instead gains any other combat feat he would have qualified for at the level he gained toughness). Additionally, from second level onwards, whenever the warrior monk rolls for hit points when taking levels of samurai, he increases the roll by two, to a maximum of his normal hit die value. (In other words, the warrior monk rolls 1d8+2+Con for his hit die, rather than 1d10+Con.)

This ability replaces Iaido.

Multi-Break (Ex)

At 5th level, a warrior monk can channel the power of his breaks into multiple strikes. When the warrior monk makes a full attack, he can spend a swift action to have up to two attacks, other than the attack made at his highest base attack bonus, be breaks. However, for each break he takes an additional -1 penalty to all attacks made this round and increases the cooldown of his breaks by 2 rounds. At 10th level, the warrior monk can spend a swift action and a Bushido point to have all attacks, other than the attack made at his highest base attack bonus, be breaks. However, no more than two of the same type of break can be used during a full attack.

Breaks used in this way do not gain their added effects (for example, Mental ).

This ability replaces Iaido: Glint.

Armor Break (Ex)

At 9th level, whenever the warrior monk successfully performs a Break, he can spend a Bushido point as an Immediate action to reduce any damage reduction or elemental resistance by an amount equal to their samurai level for a number of rounds equal to his focus modifier.

This ability replaces Iaido: Iainuki.

Masterful Break (Ex)

At 13th level, the Breaks of a warrior monk reach new heights. When the warrior monk uses a single break as an attack action, he can forces his opponent to roll the saving throw twice, taking the worse result. Regardless of whether or not his target succeeds, the warrior monk is then staggered until the end of his next turn.

This ability replaces Unstoppable Iaijutsu.