Ok really it is a complete redo.
Name change to Kenshin-ryu.
Kenshin-ryu is an ancient art that focuses on the Staff. Kenshin-ryu was often considered the "peasants' art" and is often thought of as a defensive fighting style. However, as these monks have shown, the staff can be devastating as an offensive weapon. Monks who follow the art become one with their weapon and can be single-minded in battle. The style is fluid and the deftness of the strikes are more effective then brute strength.
Core Abilities:
1. One with the Staff: You can now use your dexterity to hit with quarterstaffs.
3. One with the enemy: You can now use your dexterity for damage with quarterstaffs.
6. War and Peace: Fighting Stances, only one can be active at a time.
War, Offensive Stance: While in War stance you have a +2 to Dexterity and Constitution. You also add +1 damage per core ability in this tree.
Peace, Defensive Stance: While in Peace stance you have +4 Wisdom. You also have +1 to saves and AC for each core ability in this tree. You cannot use regular attacks while in the Peace stance, but you can use special attacks. (See Branch 3)
12. Walking the Razors Edge: You are immune to most knockdown effects and slippery surfaces.
18. Know Thy Self: You gain The Slippery Mind feat and +20 to healing amplification.
20. One with Everything: +2 to Dexterity and Wisdom. You also gain +1 to hit and +2 damage with quarterstaves, +5% attack speed with quarterstaves, +2 critical hit damage with quarterstaves, and +2 to Balance, Jump, and Tumble.
Branches:
Branch 1:
1. Staff Training: +1 to hit and +2 to damage with quarterstaves.
2. Staff Training: +1 to hit and +2 to damage with quarterstaves.
3. Staff Training: +1 to hit and +2 to damage with quarterstaves.
4. Staff Training: +1 to hit and +2 to damage with quarterstaves.
5. Staff Perfection: +3 to hit and +3 to damage with quarterstaves.
Branch 2:
1. Reed in the Wind: Ki Melee Attack: Deals +1[W] damage. If you successfully damage your target you gain a +3%/+6%/+9% Insight bonus to Dodge for 6 seconds. (Cooldown: 20 seconds)
2. Contemplation: +1/+2/+3 Concentration and Will Saves. Rank 3: Your passive Ki regeneration is increased by 1.
3. Light and Darkness: Choose an ability that aligns with your philosophy.
Dark: Touch of Death: Dark Ki Melee Attack: You strike a living opponent down with twisted Ki, dealing [3d10 * Monk level] of additional negative energy damage. Your opponent takes half damage on a successful Fortitude save (DC = 10 + Wisdom modifier + your monk level). (Activation Cost: 50 Ki. Cooldown: 15 seconds)
Light: Cast Heal on yourself or an ally. Passive +40 Healing amplification.
4. Balance in Dawn: Select a melee attack that opposes your philosophy: As currently listed in Henshin Mystic
5. Light and Darkness: Choose an ability that aligns with your philosophy.
Dark: Void Ki Melee Attack: You have learned to make attacks backed by pure Ki energy. On Hit: 10d6 Force damage. On Vorpal: Your enemy is erased from existence. (Activation Cost: 15 Ki. Cooldown: 3 seconds)
Light: Tomb of Jade: Ki Melee Attack: You perform an attack that encases a target in a tomb of jade on a failed Will save (DC = 10 + Wisdom modifier + your monk level). Extraplanar Aberrations or Undead must succeed at two consecutive Will saves to avoid this fate. (Activation Cost: 25 Ki. Cooldown: 1 minute)
Branch 3:
1. Defense Boost: Activate to gain a +10 Action Boost to Armor Class and Physical Resistance Rating for 20 seconds.
2. Iron staff wall: Peace stance Enhancement: While Peace stance is active the monk gains DR 10/-
3. Violence hurts the attacker: Peace Stance Enhancement: While Peace stance is active the Monk parries incoming blows reflecting damage back on their attacker. Damage reflected is [25/50/75] % of damage that would have been dealt to the Monk. All damage not reflected is taken by the Monk. Furthermore, a successful attack roll must be made to reflect damage.
4. Clear the Path: Peace Stance Trip Cleave Attack: +1/2/3[W] to all nearby enemies and trips them. (DC: Balance DC 10 + Monk Level + Dexterity Modifier Negates trip). Cooldown: 20/15/10 seconds
5. Monkey see Monkey Do: Ki Activate: You lock gazes with an enemy dominating the monster for a short period of time on a failed Will save (DC= 10 + Charisma modifier + Monk level). Your new minion will attack anybody that is attacking you and follow you throughout the dungeon. Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this ability. Sightless creatures are unaffected by this ability. (Activation Cost: 25 Ki. Cooldown: 15 seconds)
Branch 4:
1. Damage Boost: Activate to gain a +20% Action Boost to weapon damage for 20 seconds.
2. Iron Skin: War stance Enhancement: While in War stance you gain + [10/20/30] PPR
3. Lighting the Candle: War stance enhancement: While you are in War stance and using a quarterstaff, you enhance your attacks with Ki flame. Quarterstaves gain On Hit: [1d4/1d6/1d8] Fire damage and On Critical: [1d10/2d10/3d10] Force damage. All damage scales with 100% melee power.
4. Stunning Storm: War stance enhancement: While in War stance and using a quarterstaff you make an attack that does +1/3/5[W] to all nearby enemies in 360 arc. Enemies are stunned unless they make a save (DC= 10 + Monk level + Dexterity Modifier). Cooldown: 25/20/15 seconds
5. Fanning the Flames: War stance enhancement. While in war stance you gain + [10/15/25] melee attack speed with quarterstaves
Branch 5:
1. Animal forms: as currently listed in Henshin Mystic
2. Quick Strike: Melee Quarterstaff Attack: Deals +1/+2/+3[W] damage. You gain a 5%/15%/25% Morale bonus to melee doublestrike for 10 seconds. (Cooldown: 20 seconds)
3. Ability Score: +1 to Dexterity or Wisdom
4. Ability Score: +1 to Dexterity or Wisdom
5. Staff Specialization: You gain a +1 Competence bonus to Critical Damage Multiplier and Threat Range with quarterstaves.