Aura Bolt (Su): At the cost of 2 ki points, the monk can fire a bolt of pure life energy. He fires a ray at a target within 60 feet, making a ranged touch attack that deals 1d6 points of holy damage on a hit. This damage increases by 1d6 for every two monk levels he has after the 1st.

Bulk Up (Ex): At the cost of 2 ki points, the monk may empower his body with ki, granting him a +2 enhancement bonus to his Strength score, and DR 2/- for one minute. Multiple uses of this blitz technique stack with each other, up to a maximum of +10 Strength, and DR 10/-. The duration does not stack, however, and instead refresh the duration.

Buster Wolf (Su): At the cost of 10 ki points, the monk may move up to 30 feet in a straight line and make a single unarmed strike at the end of that movement. If successful, the attack deals an additional 1d8 fire damage per monk level and launches the target 20 feet away from the monk.

Close Combat (Ex): At the cost of 8 ki points, the monk may make four unarmed strikes at his highest base attack bonus. Until the start of his next turn, the monk loses his unarmoured AC bonus, and is considered flat-footed (even if he would not normally be able to be), but only against the target of close combat.

Detect (Ex): At the cost of 4 ki points, the monk may predict his foe’s movements, granting him a 50% miss chance against all attacks until the start of his next turn. If he successfully prevents an attack with detect, and uses detect again on his next turn, he is only granted a 20% miss chance.

Drain Punch (Su): At the cost of 4 ki points, the monk may make a single unarmed strike against a foe at his highest base attack bonus, and healing himself for half of the damage dealt.

Final Gambit (Su): At the cost of 1 ki point, the monk may make a single unarmed strike against a foe within 30 ft. Despite being ranged, this is treated as a melee attack in all ways. If successful, instead of dealing standard damage, the monk reduces his hit points to negative (his constitution score - 1, ignoring temporary hit points), leaving him unconscious and stable. The foe takes damage equal to the hit points the monk lost as part of this action. The damage, nor the monk’s hit point loss can be reduced in any way.

Fire Punch (Su): At the cost of 2 ki points, the monk may make a single attack action with an unarmed strike at his highest base attack bonus, rolling his martial arts dice twice before applying other bonuses to his damage. Damage dealt by this blitz technique is dealt as phyFire damage. This ability can be used in conjunction with vital strike feats. All damage dealt is physFire damage.

Focus Energy (Ex): At the cost of 3 ki points, the monk may channel his ki into making deadlier blows. After using focus energy the critical threat range of his unarmed strikes are doubled until the end of his next turn.

Gale Cut (Su): At the cost of 2 ki points, the monk may let loose a blade of cutting wind. He fires a ray at a target within 60 feet, making a ranged touch attack that deals 1d6 points of wind damage on a successful hit. This damage increases by 1d6 for every two monk levels he has after the 1st.

Ice Punch (Su): At the cost of 2 ki points, the monk may make a single attack action with an unarmed strike at his highest base attack bonus, rolling his martial arts dice twice before applying other bonuses to his damage. Damage dealt by this blitz technique is dealt as phyIce damage. This ability can be used in conjunction with vital strike feats. All damage dealt is physIce damage.

Low Kick (Ex): At the cost of 2 ki points, the monk may make a single unarmed strike at his highest base attack bonus, if the attack roll’s result is equal to or higher than the foe’s CMD, and the attack hits, they fall prone, and take an additional 1d6 points of bludgeoning damage per size category they are above Small. This attack counts as a trip combat maneuver and receives bonuses that trip combat maneuvers would receive.

Mach Punch (Ex): At the cost of 2 ki points, the monk may make a single attack action with an unarmed strike at his highest base attack bonus as a swift action. If he spends an additional ki point, he may instead make it when it is not his turn, expending an attack of opportunity. This blitz technique cannot be used as part of an extension.

Meteor Strike (Su): At the cost of 6 ki points, the monk may make an attempt to grapple a foe. If successful, he leaps into the air, making an Acrobatics check, and drops back down, dealing damage to the foe equal to his unarmed strike, plus 1d6 per 5 points of his Acrobatics check. (Although he uses his result to determine how high he jumps, the acrobatics check for meteor strike is not an acrobatics check to jump, so effects that modify or multiple his result for that purpose do not apply to meteor strike.)

Phantom Rush (Su): At the cost of 12 ki points, the monk may make six unarmed strikes at his highest base attack bonus, each dealing non-elemental damage instead of their base damage type(s). This blitz technique affects incorporeal and even ethereal foes as if they were corporeal.

Raging Fist (Ex): At the cost of 2 ki points, the monk may make 2 unarmed strikes at his highest base attack bonus.

Razor Gale (Su): At the cost of 7 ki points, the monk may create three rays, firing each toward a different foe with a ranged touch attack for each. The rays each deal 1d6 points of wind damage on a successful hit. This damage increases by 1d6 for every two monk levels he has after the 1st.

Rock Smash (Ex): At the cost of 4 ki points, the monk may make a single unarmed strike against a foe or object. This attack ignores the target’s damage reduction and hardness, and deals full damage to objects.

Suplex (Ex): At the cost of 3 ki points, the monk may make an attempt to grapple a foe, adding his monk level to the CMB check. If successful he deals damage equal to his unarmed strike, plus 2d6 points of bludgeoning damage + an additional 1d6 per four monk levels he possesses.

Thunder Punch (Su): At the cost of 2 ki points, the monk may make a single attack action with an unarmed strike at his highest base attack bonus, rolling his martial arts dice twice before applying other bonuses to his damage. Damage dealt by this blitz technique is dealt as phyLightning damage. This ability can be used in conjunction with vital strike feats. All damage dealt is physLightning damage.

Wide-flying Kick (Ex): At the cost of 3 ki points, the monk may move up to her movement speed, making a single unarmed strike against any foes within his reach during that movement. He may not target an individual foe more than once.

Big Bang Attack (Su): At the cost of 6 ki points, the monk produces a ball of explosive energy. The monk chooses a location within 100ft + 10ft per monk level. All creatures within a 20ft radius burst take 1d6 points of non-elemental damage, with a Reflex save for half. Creatures that fail the saving throw are knocked back to the edge of the radius in a straight line. This damage increases by 1d6 for every two monk levels he has after the 1st.

Destructo Disc (Su): At the cost of 4 ki points, the monk conjures a disc of concentrated energy that can slice through almost anything. This disc is a touch attack that deals slashing damage equal to the monk’s unarmed strike damage + his Wisdom modifier. This damage increases by 1d6 for every three levels of monk he has after the 1st. A destructo disc ignores an amount of damage reduction (including DR/-) or hardness equal to 10 + the monk’s level. If this would cause a destructo disc to destroy a barrier, the destructo disc effectively ignores it, allowing the monk to attack creatures through walls or other sorts of cover (though, creatures the monk cannot see still have concealment or total concealment against this attack.)

Death Beam (Su): At the cost of 5 ki points, the monk blasts his opponent with a thin, purple beam produced by a single finger. The monk makes a touch attack. If it hits, the opponent takes 1d4 points of non-elemental damage, increasing by an additional 1d4 for every two levels of monk he has after the 1st, and must make a successful Fortitude save or take 2 points of Constitution damage. For every 5 levels of monk he has, the Constitution damage increases by an additional 1.

Energy Absorption (Su): Whenever the monk succeeds on a saving throw against, or is the subject of an unsuccessful attack of, a spell, spell-like or supernatural ability, he can spend an immediate action to regain a number of ki points based on the effect. Absorbing ki in this manner does not provide any benefits to other subjects of the ability, but multiple monks can absorb ki from the same ability.

If it is a spell, spell-like ability or supernatural ability that is powered by MP, he regains a number of ki points equal to half the MP spent (Or, in the case of a spell-like, would normally be spent).

Most supernatural abilities simply grant ki equal to one quarter of the user’s hit dice. However, the “key” exception to this are other blitz techniques. Instead, the monk absorbs an amount of ki equal to the ki spent to activate the blitz technique.

Energy Blade (Su): At the cost of 2 ki points, the monk sheathes one or both of his hands in a short, blade-like aura of energy. The energy blade lasts for a number of rounds equal to the Monk’s wisdom modifier. During this time, attacks made with the energy blade deal slashing damage and ignore an amount of damage reduction (including DR/-) or hardness equal to 5 + half the monk’s level. Energy blade attacks are otherwise treated as normal unarmed strikes. As this is a “passive” blitz technique, an energy blade cannot be absorbed.

Final Flash (Su): At the cost of 10 ki points as a full round action, the monk charges up a line of destructive energy, dealing 1d6 points of non-elemental damage per monk level to all creatures within a 100ft line, with a reflex save for half. Instead of unleashing it immediately, the monk can instead charge up the final flash. For every round spent charging, the final flash deals an additional 2d6 points of damage. A monk can charge his final flash for a maximum number of rounds equal to his monk level, at which he must immediately unleash the final flash.

Haikai (Su): At the cost of 15 ki points, the monk unleashes a sphere of raw destruction against anything that opposes him. The monk makes a touch attack against a target within 100ft. If the sphere hits, the target must make a Fortitude save or immediately die and turn to dust. Targets that succeed on the save still take 1d6 points of damage per monk level and if killed in this manner, also turn to dust (targets with the Stalwart ability still take this damage). The monk can choose to spend 5 ki points to only deal damage without forcing the enemy to make a saving throw.

A haikai can affect objects, destroying as much as one 10-foot sphere of nonliving matter. Thus, this ability destroys only part of any very large object or structure targeted. The sphere affects even objects constructed entirely of force, but not magical effects such as an antimagic field. Only 5 ki points are needed to use this basic effect, but if he spends the full 15 ki points, he can destroy a number of 10-foot spheres, increase the size of the sphere by a number of 10-foot increments, or some combination of both, equal to his Wisdom modifier.

Instant Transmission (Su): At the cost of 3 ki points, the monk instantly teleports to an unoccupied spot within 25ft + 5ft per two monk levels he possesses, however he must teleport to an unoccupied space next to a creature (Allied or otherwise). Unlike other blitz techniques, instant transmission can be performed as a move action. If he spends 8 ki points instead, he can perform an instant transmission as an immediate action, potentially dodging an attack entirely.

Ki Beam (Su): At the cost of 5 ki points, the monk unleashes a line of either shining white energy, known as the kamehameha, or a line of darkened purple energy, known as the galick gun, dealing 1d6 points of holy or shadow damage respectively to all creatures within a 60ft line, with a Reflex save for half. This damage increases by an additional 1d6 for every two monk levels he has after the 1st.

Ki Blast (Su): At the cost of 1 ki point, the monk can launch a blast of energy at a target within 60 feet, making a ranged touch attack that deals non-elemental damage equal to his unarmed strike damage + his Wisdom modifier. Unlike other blitz techniques, a ki blast is not performed as a standard action; instead, a monk can make a ki blast in place of an unarmed strike whenever the monk uses the attack or full attack actions.

Masenko (Su): At the cost of 4 ki points, the monk releases a blast of pure energy, dealing 1d4 points of non-elemental damage to all creatures within a 60ft line, with a Reflex save for half. This damage increases by an additional 1d4 for every two levels of monk he has after the 1st.

Solar Flare (Su): At the cost of 8 ki points, a monk releases a blast of extremely bright light against all creatures within a 30ft radius. All creatures caught in the solar flare must make a Fortitude save or be Dazed for 1 round + 1 round per six monk levels he possesses. Creatures with the Light Sensitivity or Light Blindness special ability take a -4 penalty on this saving throw.

Although it is not a gaze attack, a solar flare can be defended against in the same ways that a gaze attack is normally defended against such as diverting eyes or wearing a blindfold (a Monk’s allies have a 50% chance to not have to make the saving throw, as normal for allies of a creature with a gaze attack). Likewise creatures that do not see are immune to a solar flare.

Special Beam Cannon (Su): At the cost of 4 ki points, the monk conjures a rotating line of concentrated energy that can pierce through almost anything. A special beam cannon deals piercing damage equal to the monk’s unarmed strike damage + his Wisdom modifier to all creatures within a 60ft line, with a Reflex save for half. This damage increases by 1d6 for every three levels of monk he has after the 1st. The special beam cannon ignores an amount of damage reduction (including DR/-) or hardness equal to 10 + the monk’s level. If this would cause the special beam cannon to destroy a barrier, the special beam cannon effectively ignores it, allowing the monk to attack creatures through walls or other sorts of cover (though, creatures the monk cannot see still have concealment or total concealment against this attack.)

Spirit Bomb (Su): At the cost of 10 ki points as a full round action, the monk produces a ball of pure energy. The monk chooses a location within 100ft + 10ft per monk level. All creatures within a 30ft radius burst take 1d6 points of non-elemental damage per monk level, with a Reflex save for half. However, the true power of the spirit bomb lies in the fact the monk's allies can empower it by lending the monk their energy in the form of their built up limit break gauge (a non-action on the ally's part, but they must be conscious and not suffering from the cursed condition or any other condition that would prevent them from acting of their own accord, such as, but not limited to: asleep, confused, cowering, dazed, fascinated, frightened, frozen, etc). For every limit break stack expended, the spirit bomb deals an additional 1d6 points of non-elemental damage, to a maximum amount of limit break stacks equal to his monk level.