These are my thoughts and ideas for a new monk PrE when the monk pass rolls along in the somewhat distant future.
Here it is , feel free to disagree, but please do not be blatantly insulting of my work, and if you have to, explain why.
Core 1 - Your point blank shot extra damage is increased from 1(W) to 1.5(W)
Core 3 - +3 ranged and melee power
Core 6 - Your ten thousand stars may be used every 30 seconds instead of every 60 seconds.
Core 12 - Stun on the run - Acts like stunning blow with a ranged weapon - Stun an enemy with your bow or shuriken for up to 7 seconds. DC = 18 + ½ character level + Wisdom Mod. 12 Second Cooldown 1
Core 18- +8 ranged and melee power
Capstone - ‘You are a master of applying your inner strength and peace to a ranged tactical perspective’ +2 wis +2 dex. You gain +4 ranged power and while wielding bows you gain 20% doubleshot and 0.5(W). Your Ki arrows now gain a 5% chance to paralyze enemies with no save. (all 1 ap)
Tier 1
*Quick shot - 2%/5%/7% ranged alacrity. 1/1/1
*Toughness - +5/+10/+15 hitpoints. 1/1/1
*Novice archer - +1/+2/+3 ranged power. 1/1/1
*Bleeding firearms - 33/66/100% chance to apply a stack of bleed on every successful hit with a shuriken or bow. 1/1/1
*Awareness - +1/2/3 to Listen, search, and spot. 1/1/1
Tier 2
*Injuring firearms - +.5/.8/1(W) damage to all types of bows. 1/1/1
*Improved guile - +2 sneak attack die, +5 point blank shot range, +2 ranged power 2
*Apprentice archer - +1/+2/+3 ranged power. 1/1/1
*Shield - Permanently gain the effects of the shield spell - +4 shield bonus to AC , immunity to magic missiles. 2
*Action boost - Melee and ranged power - 10/20/30. Duration: 25 seconds. 1/1/1
Tier 3
*Tactical stun - Reduces Stun on the Run's cooldown from 12 seconds to 8 seconds. 2
*Zen shots - Adds your wisdom to hit for all bows and thrown weapons. 2
*Skillful archer - +1/+2/+3 ranged power. 1/1/1
*Improved shield - Replaces shield and gain the effects of improved shield. +10 PRR and +5 shield bonus to AC and protection from magic missiles. 2
*Ki arrows - Create a stack of 100 returning arrows using Ki. The enchantment bonus starts at +1 at level 1, and increases by 1 every 4 levels. Antirequisite: Conjure arrows from Arcane archer. 1/1/1
Tier 4
*Severe stun on the run - Improves your stun on the run to cause 75% helpless damage instead of 50%. 2
*Greater zen archery - Adds your wisdom mod to damage with bows only . 2
*Master archer - +2/4/6 ranged AND melee power. 2/2/2
*Greater shield - Your shield now grants +20 PRR and +10 MRR. +6 shield bonus to AC and protection from magic missiles.
*Phlebotomizing firearms - Requires tier three of bleeding arrows. Automatically applys full stacks of bleed on an enemy.
Tier 5
*Critical firearms - Requires Stun on the run - +1/2 Critical threat range on all shurikens and arrows. This requires Earth or Fire stance active. 2/2
*Devastating firearms - +1 crit multiplier on all shurikens and arrows. This requires water or air stance. 2
*Ultimate archer - +10 ranged power. 2
*Superior shield - Your shield now grants +30 PRR and +20 MRR. +7 shield bonus to AC and protection from most force damage.
*Tensers Transformation (SLA). You can cast Tensers transformation as a spell-like-ability using ki. Costs 25 ki. Lasts 1 minute + 5 seconds per monk level. Tensers tranformation : Causes the caster to become a virtual fighting machine becoming stronger, tougher, faster, and more skilled in combat. You gain a +4 alchemical bonus to Strength, Dexterity, and Constitution, a +6 alchemical bonus to Armor Class, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level. Your spellcasting ability is reduced, resulting in a -2 penalty to all spell DCs, -2 to your rolls to bypass enemy Spell Resistance, and doubling the cooldown of your spells.
Afterthought: I realize this tree may be a little OP at first, and i may make some adjustments to it. I also realize it may be a little too generic. Feel free to comment or give any feedback! This was also made with the intent to use shurikens and bows, but also to use a little bit of melee when the time is right. **Also note this is a very rough draft, if it wasn't already clear.