The following prestige class originally appeared in Dragon Magazine #281. It is copyright 2001 Dragon Magazine, WotC and Bruce Cordell.

     The Zerth Cenobite studies the nature of time and his body's movement. This is the core of the martial art zerthin that they train in. This is only taught at Zerth'Ad'Lun, a monestery in the plane of Limbo. This may be freely ulticlassed with the Monk class.

BAB: +4
Align: Any Lawful
Skills: Knowledge (Planes) 8
Feats: Improved Unarmed Strike, Deflect Arrows, Dodge, Mobility
Special: Must find the monastery Zerth'Ad'Lun amidst the chaos of Limbo, successfully petition the sensei for membership and
    complete a unique trial determined by the sensei.

 

Level
Attack+
Fort+
Ref+
Will+
Special
1
+0
+2
+2
+2
Student of Perfection, Sense of Fate
2
+1
+3
+3
+3
Combat Foresight
3
+2
+3
+3
+3
Danger Sense
4
+3
+4
+4
+4
Improved Foresight
5
+3
+4
+4
+4
Insight, Ki Strike +1
6
+4
+5
+5
+5
Time Step
7
+5
+5
+5
+5
Discerning Attack
8
+6
+6
+6
+6
Timeless Body, Ki Strike +2
9
+6
+6
+6
+6
Improved Insight
10
+7
+7
+7
+7
Timeless, Ki Strike +3

Skill points at each level: 4+Int modifier

The Zerth Cenobite's class skills and their key abilities are: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Tumble (Dex).

HD: d8

Weapon and Armor Proficiencies: Cenobites are proficient with Monk weapon proficiencies and gains the same advantages for
    using a kama, nunchaku or siangham as does a monk. They are proficient with no armor or shields.

Student of Perfection (Ex): The Cenobite gains the unarmed attack bonus of a Monk equal to his Cenobite levels + Monk levels.
    If no levels of Monk were ever taken, then they gain the bonus equal to their Cenobite level.

Sense Fate (Ex): The Cenobite may reroll one roll that was just made, once per day. The results must be taken even if they are
    worse. This is cumulative with the Luck domain power.

Combat Foresight (Ex): The Cenobite gains a +1 insight bonus to attack rolls.

Danger Sense (Ex): Gains a +2 dodge bonus to AC vs. traps and trap attacks.

Improved Foresight (Ex): The Cenobite gains a +2 insight bonus on attacks and +1 insight bonus to damage. This supercedes
    Combat foresight.

Insight (Ex): 1/day, the Cenobite gains a +2 insight bonus that can be used for any roll. As per the stacking rules, this does not
    stack with other insight bonuses.

Ki Strike (Su): The unarmed attacks of a Cenobite are considered enchanted by the listed bonus to determine if they may
    damage a creature with damage reduction. This does not increase attack rolls or damage rolls. This does no stack with the
    standard Monk ability of the same name.

Time Step (Su): The Cenobite may step forwrd into time (never backwards) a number of rounds equal to his wisdom bonus.
    The Cenobite seems to disappear, reappearing in the same spot and orientation he was in when the appropriate round comes up.
    For the Cenobite, no time has passed. This may be used 1/day. If that space is occupied when he returns, he appears in the
    closest unoccupied space in his original orientation.

Discerning Attack (Su): The Cenobite may use this ability 1/round, but no more than a number of times qual to his Cenobite
    levels/day. He must use it vs. an opponent who was struck by his unarmed attacks. The use of this ability must be stated before
    the attack, a miss results in the loss of that use. If the foe is struck, he gains damage rolled, plus the foe must make a Fortitude
    save at DC 10 + Cenobite level + Cenobite Wis modifier or take double damage. If the attack results in a critical, the damage is
    tripled (x3). Creatures immune to critical hits cannot be affected by this ability.

Timeless Body (Su): The Cenobite no longer suffers the penalties for aging and cannot be magically aged. Bonuses still accrue
    and the Monk still des of old age when his time comes. Any penalties suffered prior to this ability are still in place.

Timeless (Su): 1/day, the Cenobite may move so swiftly as to make all other creatures seem to be frozen although they are
    moving at their normal speed. The Cenobite may move freely a number of rounds of apparent time equal to his wisdom modifier.
    Normal and magical fire, cold, gas and the like can still harm him. While timeless, other creatures are invulnerable to the Cenobites
    attacks; however, he may set up spell and psionic effects that will take effect when his Timeless period ends. The character may
    not move or harm items held, carried, or worn by a creature stuck in normal time, but he may affect any item that is not in
    possession by anyone else. He may not enter an anti-magic field, or areas covered by protection from alignment or magic circle
    spells (if they apply to the Cenobite).